The web audio api furnish the method .stop() to stop a sound.
I want my sound to decrease in volume before stopping. To do so I used a gain node. However I'm facing weird issues with this where some sounds just don't play and I can't figure out why.
Here is a dumbed down version of what I do:
https://jsfiddle.net/01p1t09n/1/
You'll hear that if you remove the line with setTimeout() that every sound plays. When setTimeout is there not every sound plays. What really confuses me is that I use push and shift accordingly to find the correct source of the sound, however it seems like it's another that stop playing. The only way I can see this happening is if AudioContext.decodeAudioData isn't synchronous. Just try the jsfiddle to have a better understanding and put your headset on obviously.
Here is the code of the jsfiddle:
let url = "https://raw.githubusercontent.com/gleitz/midi-js-soundfonts/gh-pages/MusyngKite/acoustic_guitar_steel-mp3/A4.mp3";
let soundContainer = {};
let notesMap = {"A4": [] };
let _AudioContext_ = AudioContext || webkitAudioContext;
let audioContext = new _AudioContext_();
var oReq = new XMLHttpRequest();
oReq.open("GET", url, true);
oReq.responseType = "arraybuffer";
oReq.onload = function (oEvent) {
var arrayBuffer = oReq.response;
makeLoop(arrayBuffer);
};
oReq.send(null);
function makeLoop(arrayBuffer){
soundContainer["A4"] = arrayBuffer;
let currentTime = audioContext.currentTime;
for(let i = 0; i < 10; i++){
//playing at same intervals
play("A4", currentTime + i * 0.5);
setTimeout( () => stop("A4"), 500 + i * 500); //remove this line you will hear all the sounds.
}
}
function play(notePlayed, start) {
audioContext.decodeAudioData(soundContainer[notePlayed], (buffer) => {
let source;
let gainNode;
source = audioContext.createBufferSource();
gainNode = audioContext.createGain();
// pushing notes in note map
notesMap[notePlayed].push({ source, gainNode });
source.buffer = buffer;
source.connect(gainNode);
gainNode.connect(audioContext.destination);
gainNode.gain.value = 1;
source.start(start);
});
}
function stop(notePlayed){
let note = notesMap[notePlayed].shift();
note.source.stop();
}
This is just to explain why I do it like this, you can skip it, it's just to explain why I don't use stop()
The reason I'm doing all this is because I want to stop the sound gracefully, so if there is a possibility to do so without using setTimeout I'd gladly take it.
Basically I have a map at the top containing my sounds (notes like A1, A#1, B1,...).
soundMap = {"A": [], "lot": [], "of": [], "sounds": []};
and a play() fct where I populate the arrays once I play the sounds:
play(sound) {
// sound is just { soundName, velocity, start}
let source;
let gainNode;
// sound container is just a map from soundname to the sound data.
this.audioContext.decodeAudioData(this.soundContainer[sound.soundName], (buffer) => {
source = this.audioContext.createBufferSource();
gainNode = this.audioContext.createGain();
gainNode.gain.value = sound.velocity;
// pushing sound in sound map
this.soundMap[sound.soundName].push({ source, gainNode });
source.buffer = buffer;
source.connect(gainNode);
gainNode.connect(this.audioContext.destination);
source.start(sound.start);
});
}
And now the part that stops the sounds :
stop(sound){
//remember above, soundMap is a map from "soundName" to {gain, source}
let dasound = this.soundMap[sound.soundName].shift();
let gain = dasound.gainNode.gain.value - 0.1;
// we lower the gain via incremental values to not have the sound stop abruptly
let i = 0;
for(; gain > 0; i++, gain -= 0.1){ // watchout funky syntax
((gain, i) => {
setTimeout(() => dasound.gainNode.gain.value = gain, 50 * i );
})(gain, i)
}
// we stop the source after the gain is set at 0. stop is in sec
setTimeout(() => note.source.stop(), i * 50);
}
Aaah, yes, yes, yes! I finally found a lot of things by eventually bothering to read "everything" in the doc (diagonally). And let me tell you this api is a diamond in the rough. Anyway, they actually have what I wanted with Audio param :
The AudioParam interface represents an audio-related parameter, usually a parameter of an AudioNode (such as GainNode.gain). An
AudioParam can be set to a specific value or a change in value, and
can be scheduled to happen at a specific time and following a specific
pattern.
It has a function linearRampToValueAtTime()
And they even have an example with what I asked !
// create audio context
var AudioContext = window.AudioContext || window.webkitAudioContext;
var audioCtx = new AudioContext();
// set basic variables for example
var myAudio = document.querySelector('audio');
var pre = document.querySelector('pre');
var myScript = document.querySelector('script');
pre.innerHTML = myScript.innerHTML;
var linearRampPlus = document.querySelector('.linear-ramp-plus');
var linearRampMinus = document.querySelector('.linear-ramp-minus');
// Create a MediaElementAudioSourceNode
// Feed the HTMLMediaElement into it
var source = audioCtx.createMediaElementSource(myAudio);
// Create a gain node and set it's gain value to 0.5
var gainNode = audioCtx.createGain();
// connect the AudioBufferSourceNode to the gainNode
// and the gainNode to the destination
gainNode.gain.setValueAtTime(0, audioCtx.currentTime);
source.connect(gainNode);
gainNode.connect(audioCtx.destination);
// set buttons to do something onclick
linearRampPlus.onclick = function() {
gainNode.gain.linearRampToValueAtTime(1.0, audioCtx.currentTime + 2);
}
linearRampMinus.onclick = function() {
gainNode.gain.linearRampToValueAtTime(0, audioCtx.currentTime + 2);
}
Working example here
They also have different type of timings, like exponential instead of linear ramp which I guess would fit this scenario more.
Related
Alright so I have this block of code here
ipd.Audio(audio[0].data.cpu().numpy(), rate=hparams.sampling_rate)
I am trying to use the audio[0].data.cpu().numpy() part which contains the audio array data.
I want to send it to the front-end, which I know how. But the problem is I don't know what to do with the data. I have done some research on converting numpy to other forms of data but still pretty lost on how to go about this.
What can I do in the front using JavaScript to turn it into audio. Or better yet using a flask server to redirect it to a get route that returns a mp3 file.
I would start looking into Audio Buffers.
Here is an example I copied from here.
This creates white noise, since we are pushing random values into the audio buffer. Here you have to use your numeric values. Please make sure how to set up the sample rate (should be defined in your python tool)
<body>
<h1>AudioBuffer example</h1>
<button>Make white noise</button>
<script>
const button = document.querySelector('button');
const myScript = document.querySelector('script');
let AudioContext = window.AudioContext || window.webkitAudioContext;
let audioCtx;
// Stereo
let channels = 2;
function init() {
audioCtx = new AudioContext();
}
button.onclick = function() {
if(!audioCtx) {
init();
}
// Create an empty two second stereo buffer at the
// sample rate of the AudioContext
let frameCount = audioCtx.sampleRate * 2.0;
let myArrayBuffer = audioCtx.createBuffer(channels, frameCount, audioCtx.sampleRate);
// Fill the buffer with white noise;
//just random values between -1.0 and 1.0
for (let channel = 0; channel < channels; channel++) {
// This gives us the actual array that contains the data
let nowBuffering = myArrayBuffer.getChannelData(channel);
for (let i = 0; i < frameCount; i++) {
// Math.random() is in [0; 1.0]
// audio needs to be in [-1.0; 1.0]
nowBuffering[i] = Math.random() * 2 - 1;
}
}
// Get an AudioBufferSourceNode.
// This is the AudioNode to use when we want to play an AudioBuffer
let source = audioCtx.createBufferSource();
// set the buffer in the AudioBufferSourceNode
source.buffer = myArrayBuffer;
// connect the AudioBufferSourceNode to the
// destination so we can hear the sound
source.connect(audioCtx.destination);
// start the source playing
source.start();
source.onended = () => {
console.log('White noise finished');
}
}
</script>
</body>
I'm making an audio player with JavaScript, everything works fine until I add a sound visualizer. When I pause the song and then play it again, the sound gets more louder every time I do it, until it gets distorsionated.
I'm newbie with the HTML5 Audio API, I've tried to set the volume as a fixed value, but not works.
The code of the visualizer it's:
function visualizer(audio) {
let context = new AudioContext();
const gainNode = context.createGain();
gainNode.gain.value = 1; // setting it to 100%
gainNode.connect(context.destination);
let src = context.createMediaElementSource(audio);
let analyser = context.createAnalyser();
let canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
let ctx = canvas.getContext("2d");
src.connect(analyser);
analyser.connect(context.destination);
analyser.fftSize = 2048;
let bufferLength = analyser.frequencyBinCount;
let dataArray = new Uint8Array(bufferLength);
let WIDTH = ctx.canvas.width;
let HEIGHT = ctx.canvas.height;
let barWidth = (WIDTH / bufferLength) * 1.5;
let barHeight;
let x = 0;
let color = randomColor();
function renderFrame() {
requestAnimationFrame(renderFrame);
x = 0;
analyser.getByteFrequencyData(dataArray);
ctx.clearRect(0, 0, WIDTH, HEIGHT);
for (let i = 0; i < bufferLength; i++) {
barHeight = dataArray[i];
ctx.fillStyle = color;
ctx.fillRect(x, HEIGHT - barHeight, barWidth, barHeight);
x += barWidth + 1;
}
}
musicPlay();
renderFrame();
}
And:
function musicPlay() {
status = 'playing';
audio.play();
}
So, I don't know if I'm doing something wrong on the audio analyzer, I've tried to make a global context and don't do the new AudioContext(); every time I enter on the function, also I've tried to specify a fixed volume with:
audio.volume = 1;
or with the GainNode as you can see on the function, but it's not working.
Where is my mistake and why the sound gets louder?
Regards!
--- Update 1 ---
The audio it's loaded from an URL:
function loadAudioElement(url) {
return new Promise(function (resolve, reject) {
let audio = new Audio();
audio.addEventListener('canplay', function () {
/* Resolve the promise, passing through the element. */
resolve(audio);
});
/* Reject the promise on an error. */
audio.addEventListener('error', reject);
audio.src = url;
});
}
And on my player I have:
let playButtonFunction = function () {
if (playstatus === 'pause') {
loadAudioElement(audio.src).then(
visualizer(audio)
);
} else if (playstatus === 'playing') {
musicPause();
}
};
I had a similar issue, did you try to set the audio context to a global object?
This is what I found here:
https://developer.mozilla.org/en-US/docs/Web/API/AudioContext
It's recommended to create one AudioContext and reuse it instead of initializing a new one each time
The AudioContext interface represents an audio-processing graph built from audio modules linked together, each represented by an AudioNode.
An audio context controls both the creation of the nodes it contains and the execution of the audio processing, or decoding. You need to create an AudioContext before you do anything else, as everything happens inside a context. It's recommended to create one AudioContext and reuse it instead of initializing a new one each time, and it's OK to use a single AudioContext for several different audio sources and pipeline concurrently.
Well, as Get Off My Lawn pointed, I was adding by mistake multiple audio elements.
The solution was taking the code of load the song outside the playButtonFunction and only do:
let playButtonFunction = function () {
if (playstatus === 'pause') {
musicPlay();
} else if (playstatus === 'playing') {
musicPause();
}
};
But I still had one problem, with the next/previous functions. In these cases I need call the loadAudioElement function because the song is changing (when you press play/pause no, it's the same song) but with this I have the same problem again.
Well, after a bit of digging, I found that if you want to play a playlist and visualize the music all the time, YOU HAVE TO RELEASE THE OLD CONTEXT BEFORE LOAD THE NEW SONG. Not only to avoid the increase of the song volume, the cpu and memory will also get increased after 3 - 4 songs and the browser will start to run slowly depending on the machine. So:
1 - I made a global variable called clearContextAudio = false;
2 - On my next/previous functions I added this code:
if (closeAudioContext) { //MANDATORY RELEASE THE PREVIOUS RESOURCES TO AVOID OBJECT OVERLAPPING AND CPU-MEMORY USE
context.close();
context = new AudioContext();
}
loadAudioElement(audio.src).then(
visualizer(audio)
);
3 - On my visualizer(audio) function I changed:
let context = new AudioContext();
to
closeAudioContext = true; //MANDATORY RELEASE THE PREVIOUS RESOURCES TO AVOID OBJECT OVERLAPPING AND CPU-MEMORY USE
The value it's initialized to false because the first time there is no song playing, and after play a song you will always need to release the old resources, so the variable will always set to true. Now, you can skip all the times you want a song and not concern about the memory and the overlapping issues.
Hope this helps someone else trying to achieve the same thing! Regards!
I have the following snippet that creates an oscillator and plays it at a certain volume. I keep the oscillator variable outside of the scope of the function so that I can stop it with other functions if I need to.
var oscillator = null;
var isPlaying = false;
function play(freq, gain) {
//stop the oscillator if it's already playing
if (isPlaying) {
o.stop();
isPlaying = false;
}
//re-initialize the oscillator
var context = new AudioContext();
//create the volume node;
var volume = context.createGain();
volume.connect(context.destination);
volume.gain.value = gain;
//connect the oscillator to the nodes
oscillator = context.createOscillator();
oscillator.type = 'sine';
oscillator.frequency.value = freq;
oscillator.connect(volume);
oscillator.connect(context.destination);
//start playing
oscillator.start();
isPlaying = true;
//log
console.log('Playing at frequency ' + freq + ' with volume ' + gain);
}
Trouble is, the gain node volume seems to not work as you'd expect. From what I understand, a gain of 0 is muted, and a gain of 1 is 100% volume. But, in this case, passing 0 as the gain value only plays the sound muffled, as opposed to muting it completely (I hope I'm explaining that properly).
What am I doing wrong? Can anybody help?
The problem is that the oscillator node is connect to both the gain node and the destination node.
+---------------+
| |
oscillator ----+----> gain ----+---> destination
So even if the gain node is attenuated to 0 there is still another path to the destination. The problem can be by deleting the second oscillator.connect line.
oscillator.connect(volume);
//oscillator.connect(context.destination);
For anyone falling here from google. I do it normally like this:
// I create the class with best available
var ctxClass = window.audioContext || window.AudioContext || window.AudioContext || window.webkitAudioContext
// We instance the class, create the context
var ctx = new ctxClass();
// Create the oscillator
var osc = ctx.createOscillator();
// Define type of wave
osc.type = 'sine';
// We create a gain intermediary
var volume = ctx.createGain();
// We connect the oscillator with the gain knob
osc.connect(volume);
// Then connect the volume to the context destination
volume.connect(ctx.destination);
// We can set & modify the gain knob
volume.gain.value = 0.1;
//We can test it with some frequency at current time
osc.frequency.setValueAtTime(440.0, ctx.currentTime);
if (osc.noteOn) osc.noteOn(0);
if (osc.start) osc.start();
// We'll have to stop it at some point
setTimeout(function () {
if (osc.noteOff) osc.noteOff(0);
if (osc.stop) osc.stop();
// We can insert a callback here, let them know you've finished, may be play next note?
//finishedCallback();
}, 5000);
I have been looking at the Web Audio API and am not able to get the audio gain to work. I have a fiddle set up here, so you can understand the application of the function: http://jsfiddle.net/mnu70gy3/
I am hoping to dynamically create a tone on a click event, but am not able to have that tone fade out. Below is the relevant code:
var audioCtx = new AudioContext();
var osc = {}; // set up an object for all the oscillators
var gainNodes = {}; // set up an object for all the gains
var now;
function tone(id,freq) {
// create osc / set gain / connect osc
gainNodes.id = audioCtx.createGain();
osc.id = audioCtx.createOscillator();
osc.id.connect(audioCtx.destination);
// set frequency
osc.id.frequency.value = freq;
// set gain at 1 and fade to 0 in one second
gainNodes.id.gain.value = 1.0;
gainNodes.id.gain.setValueAtTime(0, audioCtx.currentTime + 1);
// start and connect
osc.id.start(0);
osc.id.connect(audioCtx.destination);
}
Any thoughts on if this can be done?
In your code you connect oscillator to the destination twice.
Instead of connecting oscillator -> gain -> destination
gainNodes.id = audioCtx.createGain();
osc.id = audioCtx.createOscillator();
osc.id.connect(gainNodes.id);
// set frequency and gain
osc.id.frequency.value = freq;
gainNodes.id.gain.value = 1.0;
gainNodes.id.gain.setValueAtTime(0, audioCtx.currentTime + 1);
// start and connect
osc.id.start(0);
gainNodes.id.connect(audioCtx.destination);
You need to disconnect your audioCtx.destination when you click on a tile again.
https://jsfiddle.net/2dyq2ajw/
function dismissTone(id,freq) {
gainNodes.id.gain.value = 0;
osc.id.disconnect(audioCtx.destination);
}
if($(this).hasClass('xx'))
tone(thisId,thisFreq);
else
dismissTone(thisId,thisFreq);
I have the following JS code for a canvas based game.
var EXPLOSION = "sounds/explosion.wav";
function playSound(str, vol) {
var snd = new Audio();
snd.src = str;
snd.volume = vol;
snd.play();
}
function createExplosion() {
playSound(EXPLOSION, 0.5);
}
This works, however it sends a server request to download the sound file every time it is called. Alternatively, if I declare the Audio object beforehand:
var snd = new Audio();
snd.src = EXPLOSION;
snd.volume = 0.5;
function createExplosion() {
snd.play();
}
This works, however if the createExplosion function is called before the sound is finished playing, it does not play the sound at all. This means that only a single playthrough of the sound file is allowed at a time - and in scenarios that multiple explosions are taking place it doesn't work at all.
Is there any way to properly play an audio file multiple times overlapping with itself?
I was looking for this for ages in a tetris game i'm building and I think this solution is the best.
function playSoundMove() {
var sound = document.getElementById("move");
sound.load();
sound.play();
}
just have it loaded and ready to go.
You could just duplicate the node with cloneNode() and play() that duplicate node.
My audio element looks like this:
<audio id="knight-audio" src="knight.ogg" preload="auto"></audio>
and I have an onClick listener that does just that:
function click() {
const origAudio = document.getElementById("knight-audio");
const newAudio = origAudio.cloneNode()
newAudio.play()
}
And since the audio element isn't going to be displayed, you don't actually have to attach the node to anything.
I verified client-side and server-side that Chrome only tries to download the audio file once.
Caveats: I'm not sure about performance impacts, since this on my site this clip doesn't get played more than ~40x maximum for a page. You might have to clean up the audio nodes if you're doing something much larger than that?
Try this:
(function() {
var snds = {};
window.playSound(str,vol) {
if( !snds[str]) (snds[str] = new Audio()).src = str;
snds[str].volume = vol;
snds[str].play();
}
})();
Then the first time you call it it will fetch the sound, but every time after that it will reuse the same sound object.
EDIT: You can also preload with duplicates to allow the sound to play more than once at a time:
(function() {
var snds = {}
window.playSound = function(str,vol) {
if( !snds[str]) {
snds[str] = [new Audio()];
snds[str][0].src = str;
}
var snd = snds[str], pointer = 0;
while( snd[pointer].playing) {
pointer++;
if( pointer >= snd.length) {
snd.push(new Audio());
snd[pointer].src = str;
}
}
snd[pointer].volume = vol;
snd[pointer].play();
};
})();
Note that this will send multiple requests if you play the sound overlapping itself too much, but it should return Not Modified very quickly and will only do so if you play it more times than you have previously.
In my game i'm using preoading but after the sound is initiated (its not so smart to not preload at all or preload everything on page load, some sound hasn't played in some gameplay at all, why to load them)
const audio {};
audio.dataload = {'entity':false,'entityes':[],'n':0};
audio.dataload.ordernum = function() {
audio.dataload.n = (audio.dataload.n + 1)%10;
return audio.dataload.n;
}
audio.dataload.play = function() {
audio.dataload.entity = new Audio('/some.mp3');
for (let i = 0; i<10;i++) {
audio.dataload.entityes.push(audio.dataload.entity.cloneNode());
}
audio.dataload.entityes[audio.dataload.ordernum()].play();
}
audio.dataload.play() // plays sound and preload sounds to memory when it isn't
I've created a class that allows for layered audio. This is very similar to other answers where it creates another node with the same src, but this class will only do that if necessary. If it has created a node already that has been completed, it will replay that existing node.
Another tweak to this is that initially fetch the audio and use the URL of the blob. I do this for efficiency; so the src doesn't have to be fetched externally every single time a new node is created.
class LayeredAudio {
url;
samples = [];
constructor(src){
fetch(src)
.then(response => response.blob())
.then((blob) => {
this.url = URL.createObjectURL(blob);
this.samples[0] = new Audio(this.url);
});
}
play(){
if(!this.samples.find(e => e.paused)?.play()){
this.samples.push(new Audio(this.url))
this.samples[this.samples.length - 1].play()
}
}
}
const aud = new LayeredAudio("URL");
aud.play()
Relying more on memory than process time, we can make an array of multiple clones of the Audio and then play them by order:
function gameSnd() {
tick_wav = new Audio('sounds/tick.wav');
victory_wav = new Audio('sounds/victory.wav');
counter = 0;
ticks = [];
for (var i = 0; i<10;i++)
ticks.push(tick_wav.cloneNode());
tick = function(){
counter = (counter + 1)%10;
ticks[counter].play();
}
victory = function(){
victory_wav.play();
}
}
When I tried some of the other solutions there was some delay, but I may have found a better alternative. This will plow through a good chunk of memory if you make the audio array's length high. I doubt you will need to play the same audio more than 10 times at the same time, but if you do just make the array length longer.
var audio = new Array(10);
// The length of the audio array is how many times
// the audio can overlap
for (var i = 0; i < audio.length; i++) {
audio[i] = new Audio("your audio");
}
function PlayAudio() {
// Whenever you want to play it call this function
audio[audioIndex].play();
audioIndex++;
if(audioIndex > audio.length - 1) {
audioIndex = 0;
}
}
I have found this to be the simples way to overlap the same audio over itself
<button id="btn" onclick="clickMe()">ding</button>
<script>
function clickMe() {
const newAudio = new Audio("./ding.mp3")
newAudio.play()
}