Make an AnalyserNode react to an HTMLAudioElement - html

I'm trying to get a spectroscope (sine wave) to show while an audio file is playing. The audio file plays fine but the graph only shows a flat line:
function play() {
var audio = document.querySelector('audio');
audio.load();
audio.play();
var context = new (window.AudioContext || window.webkitAudioContext)();
var source = context.createMediaElementSource(audio);
var analyser = context.createAnalyser();
analyser.minDecibels = -90;
analyser.maxDecibels = -10;
analyser.smoothingTimeConstant = 0.85;
source.connect(context.destination);
var canvas = document.querySelector('canvas');
var canvasCtx = canvas.getContext('2d');
var drawVisual;
var WIDTH = canvas.width;
var HEIGHT = canvas.height;
analyser.fftSize = 2048;
var bufferLength = analyser.fftSize;
var dataArray = new Uint8Array(bufferLength);
canvasCtx.clearRect(0, 0, WIDTH, HEIGHT);
var draw = function() {
drawVisual = requestAnimationFrame(draw);
analyser.getByteTimeDomainData(dataArray);
canvasCtx.fillStyle = 'rgb(255, 255, 255)';
canvasCtx.fillRect(0, 0, WIDTH, HEIGHT);
canvasCtx.lineWidth = 2;
canvasCtx.strokeStyle = 'rgb(255, 0, 255)';
canvasCtx.beginPath();
var sliceWidth = WIDTH / bufferLength;
var x = 0;
for(var i = 0; i < bufferLength; i++) {
var v = dataArray[i] / 128.0;
var y = v * HEIGHT / 2;
if(i === 0) {
canvasCtx.moveTo(x, y);
} else {
canvasCtx.lineTo(x, y);
}
x += sliceWidth;
}
canvasCtx.lineTo(canvas.width, canvas.height / 2);
canvasCtx.stroke();
};
draw();
}
<audio loop src="data:audio/ogg;base64,T2dnUwACAAAAAAAAAABiZQAAAAAAAFvMjyIBHgF2b3JiaXMAAAAAAUSsAAAAAAAAgLsAAAAAAAC4AU9nZ1MAAAAAAAAAAAAAYmUAAAEAAACaF1aWDzv/////////////////MgN2b3JiaXMrAAAAWGlwaC5PcmcgbGliVm9yYmlzIEkgMjAxMjAyMDMgKE9tbmlwcmVzZW50KQAAAAABBXZvcmJpcx9CQ1YBAAABABhjVClGmVLSSokZc5QxRplikkqJpYQWQkidcxRTqTnXnGusubUghBAaU1ApBZlSjlJpGWOQKQWZUhBLSSV0EjonnWMQW0nB1phri0G2HIQNmlJMKcSUUopCCBlTjCnFlFJKQgcldA465hxTjkooQbicc6u1lpZji6l0kkrnJGRMQkgphZJKB6VTTkJINZbWUikdc1JSakHoIIQQQrYghA2C0JBVAAABAMBAEBqyCgBQAAAQiqEYigKEhqwCADIAAASgKI7iKI4jOZJjSRYQGrIKAAACABAAAMBwFEmRFMmxJEvSLEvTRFFVfdU2VVX2dV3XdV3XdSA0ZBUAAAEAQEinmaUaIMIMZBgIDVkFACAAAABGKMIQA0JDVgEAAAEAAGIoOYgmtOZ8c46DZjloKsXmdHAi1eZJbirm5pxzzjknm3PGOOecc4pyZjFoJrTmnHMSg2YpaCa05pxznsTmQWuqtOacc8Y5p4NxRhjnnHOatOZBajbW5pxzFrSmOWouxeaccyLl5kltLtXmnHPOOeecc84555xzqhenc3BOOOecc6L25lpuQhfnnHM+Gad7c0I455xzzjnnnHPOOeecc4LQkFUAABAAAEEYNoZxpyBIn6OBGEWIacikB92jwyRoDHIKqUejo5FS6iCUVMZJKZ0gNGQVAAAIAAAhhBRSSCGFFFJIIYUUUoghhhhiyCmnnIIKKqmkoooyyiyzzDLLLLPMMuuws8467DDEEEMMrbQSS0211VhjrbnnnGsO0lpprbXWSimllFJKKQgNWQUAgAAAEAgZZJBBRiGFFFKIIaaccsopqKACQkNWAQCAAAACAAAAPMlzREd0REd0REd0REd0RMdzPEeUREmUREm0TMvUTE8VVdWVXVvWZd32bWEXdt33dd/3dePXhWFZlmVZlmVZlmVZlmVZlmVZgtCQVQAACAAAgBBCCCGFFFJIIaUYY8wx56CTUEIgNGQVAAAIACAAAADAURzFcSRHciTJkixJkzRLszzN0zxN9ERRFE3TVEVXdEXdtEXZlE3XdE3ZdFVZtV1Ztm3Z1m1flm3f933f933f933f933f93UdCA1ZBQBIAADoSI6kSIqkSI7jOJIkAaEhqwAAGQAAAQAoiqM4juNIkiRJlqRJnuVZomZqpmd6qqgCoSGrAABAAAABAAAAAAAomuIppuIpouI5oiNKomVaoqZqriibsuu6ruu6ruu6ruu6ruu6ruu6ruu6ruu6ruu6ruu6ruu6ruu6LhAasgoAkAAA0JEcyZEcSZEUSZEcyQFCQ1YBADIAAAIAcAzHkBTJsSxL0zzN0zxN9ERP9ExPFV3RBUJDVgEAgAAAAgAAAAAAMCTDUixHczRJlFRLtVRNtVRLFVVPVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVNU3TNE0gNGQlAAAEAMBijcHlICElJeXeEMIQk54xJiG1XiEEkZLeMQYVg54yogxy3kLjEIMeCA1ZEQBEAQAAxiDHEHPIOUepkxI556h0lBrnHKWOUmcpxZhizSiV2FKsjXOOUketo5RiLC12lFKNqcYCAAACHAAAAiyEQkNWBABRAACEMUgppBRijDmnnEOMKeeYc4Yx5hxzjjnnoHRSKuecdE5KxBhzjjmnnHNSOieVc05KJ6EAAIAABwCAAAuh0JAVAUCcAIBBkjxP8jRRlDRPFEVTdF1RNF3X8jzV9ExTVT3RVFVTVW3ZVFVZljzPND3TVFXPNFXVVFVZNlVVlkVV1W3TdXXbdFXdlm3b911bFnZRVW3dVF3bN1XX9l3Z9n1Z1nVj8jxV9UzTdT3TdGXVdW1bdV1d90xTlk3XlWXTdW3blWVdd2XZ9zXTdF3TVWXZdF3ZdmVXt11Z9n3TdYXflWVfV2VZGHZd94Vb15XldF3dV2VXN1ZZ9n1b14Xh1nVhmTxPVT3TdF3PNF1XdV1fV13X1jXTlGXTdW3ZVF1ZdmXZ911X1nXPNGXZdF3bNl1Xll1Z9n1XlnXddF1fV2VZ+FVX9nVZ15Xh1m3hN13X91VZ9oVXlnXh1nVhuXVdGD5V9X1TdoXhdGXf14XfWW5dOJbRdX1hlW3hWGVZOX7hWJbd95VldF1fWG3ZGFZZFoZf+J3l9n3jeHVdGW7d58y67wzH76T7ytPVbWOZfd1ZZl93juEYOr/w46mqr5uuKwynLAu/7evGs/u+soyu6/uqLAu/KtvCseu+8/y+sCyj7PrCasvCsNq2Mdy+biy/cBzLa+vKMeu+UbZ1fF94CsPzdHVdeWZdx/Z1dONHOH7KAACAAQcAgAATykChISsCgDgBAI8kiaJkWaIoWZYoiqbouqJouq6kaaapaZ5pWppnmqZpqrIpmq4saZppWp5mmpqnmaZomq5rmqasiqYpy6ZqyrJpmrLsurJtu65s26JpyrJpmrJsmqYsu7Kr267s6rqkWaapeZ5pap5nmqZqyrJpmq6reZ5qep5oqp4oqqpqqqqtqqosW55nmproqaYniqpqqqatmqoqy6aq2rJpqrZsqqptu6rs+rJt67ppqrJtqqYtm6pq267s6rIs27ovaZppap5nmprnmaZpmrJsmqorW56nmp4oqqrmiaZqqqosm6aqypbnmaoniqrqiZ5rmqoqy6Zq2qppmrZsqqotm6Yqy65t+77ryrJuqqpsm6pq66ZqyrJsy77vyqruiqYpy6aq2rJpqrIt27Lvy7Ks+6JpyrJpqrJtqqouy7JtG7Ns+7pomrJtqqYtm6oq27It+7os27rvyq5vq6qs67It+7ru+q5w67owvLJs+6qs+ror27pv6zLb9n1E05RlUzVt21RVWXZl2fZl2/Z90TRtW1VVWzZN1bZlWfZ9WbZtYTRN2TZVVdZN1bRtWZZtYbZl4XZl2bdlW/Z115V1X9d949dl3ea6su3Lsq37qqv6tu77wnDrrvAKAAAYcAAACDChDBQashIAiAIAAIxhjDEIjVLOOQehUco55yBkzkEIIZXMOQghlJI5B6GUlDLnIJSSUgihlJRaCyGUlFJrBQAAFDgAAATYoCmxOEChISsBgFQAAIPjWJbnmaJq2rJjSZ4niqqpqrbtSJbniaJpqqptW54niqapqq7r65rniaJpqqrr6rpomqapqq7ruroumqKpqqrrurKum6aqqq4ru7Ls66aqqqrryq4s+8Kquq4ry7Jt68Kwqq7ryrJs27Zv3Lqu677v+8KRreu6LvzCMQxHAQDgCQ4AQAU2rI5wUjQWWGjISgAgAwCAMAYhgxBCBiGEkFJKIaWUEgAAMOAAABBgQhkoNGRFABAnAAAYQymklFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSCmllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSqmklFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimVUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFJKKaWUUkoppZRSSimllFIKAJCKcACQejChDBQashIASAUAAIxRSinGnIMQMeYYY9BJKClizDnGHJSSUuUchBBSaS23yjkIIaTUUm2Zc1JaizHmGDPnpKQUW805h1JSi7HmmmvupLRWa64151paqzXXnHPNubQWa64515xzyzHXnHPOOecYc84555xzzgUA4DQ4AIAe2LA6wknRWGChISsBgFQAAAIZpRhzzjnoEFKMOecchBAihRhzzjkIIVSMOeccdBBCqBhzzDkIIYSQOecchBBCCCFzDjroIIQQQgcdhBBCCKGUzkEIIYQQSighhBBCCCGEEDoIIYQQQgghhBBCCCGEUkoIIYQQQgmhlFAAAGCBAwBAgA2rI5wUjQUWGrISAAACAIAclqBSzoRBjkGPDUHKUTMNQkw50ZliTmozFVOQORCddBIZakHZXjILAACAIAAgwAQQGCAo+EIIiDEAAEGIzBAJhVWwwKAMGhzmAcADRIREAJCYoEi7uIAuA1zQxV0HQghCEIJYHEABCTg44YYn3vCEG5ygU1TqIAAAAAAADADgAQDgoAAiIpqrsLjAyNDY4OjwCAAAAAAAFgD4AAA4PoCIiOYqLC4wMjQ2ODo8AgAAAAAAAAAAgICAAAAAAABAAAAAgIBPZ2dTAAQiVgAAAAAAAGJlAAACAAAAPuePCyUVNCgpJykqMhMUFBQfHwEBAQEBAQEBAQEBAQEdEzctLSorKy05DN3v80/tzuTbDAAIjkoywUfOEcIE+hpP+uN/gfj5tZru2igfgIQDAAAAAAAAQAEAoAc3r//fwfNvv/rq+Zf287YCJEmyCLVtAF4r78vbHxDkgw/cXzRKwAMAfv4QAL4OAAAAAAAAAAAAAJ7KAACUfwBeK+/L2x8Q5IMP3F80SoEHAPz8oQC8agAAAAAAAAAAAAB+NgsAUPcKAF4r78vbH1DkAyvuzxplAiQcAAAAAAAAAGoAVgAA8L/mpgAA8WWjAF4r7+PbPwDi/PbA/a1EKfAAgH9/EYCtAAAAAAAAAAAAAFCvUQAAPBgAXivvy9sfIPLBF+7PGiXgJACAbwAAAAAAAAAAAACAmmMAFHhiAACgMpUAFhtv8kvCS8N+Pj8wNzFQwkPX148e1XWNnjoAHQAAAAAAAAAIn45Uqd4jhK0agAfgDgFM7+99+cuBAAAA4BkbeKnpdxEAVO/v4xZaAwAAAJwRcO718GsOSABM7+99+VsDAAAA+lPC93HqWwI0AETv7/NrWgMAAAD6DwF3X5ddAkgAbGHK5YvHI8F64jVDQ8WPV23Gj1dtTo+/76dH77FDAaRMdby4jQQ2sj3eJY6lXhSNpV6sjN1drMzdlStuhwAKDg4OBgAAAAAAAAAALNkvru5u3yUwvf56EPWqzemN99h41eb0xntsPANM6+/jO5Ly/rGyAQAAQJOIESgAOhuP9CXJluV/OJCf5ewtPDjPT58+PSfsawCADigAAAAAAADak7cmS87/Oz6JMcYYc4wKUXsAAF4rj+vbH6DbB3457i+aCE4CAPgGAAoAAAAAAAAAAKDmGAD0eGIAAACqC4MBAF4rj+vbH6DbB3457i+aCE4CALgGgAIAAAAAAAAAAPCzAgBnfDUAAADV1+EBAF4rj8v7f93N+f2X4/46oznBAwD+9h0A/C0AAAAAAAAAAAAAdwEAAFj1AF4r9/uHP4CwD3y63Z81mgtOAgB4AAAAAAAAAAAAAAAYTQBwemwKAACMxwNeK4/r2x+A2wd+Oe4vGs0DJwEA/A4AAAAAAAAAAAAAlJ0AgNMwIwAAMK46XiuP41vCSzfnt98dz28lugA8AODfHw4Afk4AAAAAAAAAoAjVA1ToBgAAWP4BPro26EcSKvkNW8cpZ2/hoTcGkM/TAQAjoVAAFAoAAOHdL++QeFPqn83NVQAoN6EBEgCPADSACYAC"></audio>
<br>
<canvas width="640" height="100"></canvas>
<br>
<button onclick="play()">Play</button>
Note the audio source is hardcoded here to avoid CORS issues; normally audio.source would be set on line 3 immediately after the audio var is initialized, e.g.
var audio = document.querySelector('audio');
audio.src = 'https://www.example.com/foo.mp3';

The AnalyserNode is not connected yet. It needs to get the signal as an input which you want to analyze.
You can achieve that by changing the following line ...
source.connect(context.destination);
... into ...
source.connect(analyser).connect(context.destination);

Related

I can't draw on the canvas

<canvas id="myCanvas" width="300" height="300" style="border:1px solid #d3d3d3;">
Mouse over <canvas> does not draw.
var TILE_WIDTH = 30;
var TILE_HEIGHT = 30;
document.getElementById("input").onchange = function() {
var reader = new FileReader();
reader.onload = function(e) {
// get loaded data and render thumbnail.
document.getElementById("image").src = e.target.result;
};
// read the image file as a data URL.
reader.readAsDataURL(this.files[0]);
};
// The first function call to create photomosaic
function photomosaic(image) {
// Dimensions of each tile
var tileWidth = TILE_WIDTH;
var tileHeight = TILE_HEIGHT;
// creating the canvas for photomosaic
var canvas = document.createElement('canvas');
var context = canvas.getContext("2d");
canvas.height = image.height;
canvas.width = image.width;
var imageData = context.getImageData(0, 0, image.width, image.height);
var pixels = imageData.data;
// The Number of mosaic tiles
var numTileRows = image.width / tileWidth;
var numTileCols = image.height / tileHeight;
// The canvas copy of image
var imageCanvas = document.createElement('canvas');
var imageCanvasContext = canvas.getContext('2d');
imageCanvas.height = image.height;
imageCanvas.width = image.width;
imageCanvasContext.drawImage(image, 0, 0);
// A function for finding the average color
function averageColor(row, column) {
var blockSize = 1, // we can set how many pixels to skip
data, width, height,
i = -4,
length,
rgb = {
r: 0,
g: 0,
b: 0
},
count = 0;
try {
data = imageCanvasContext.getImageData(column * TILE_WIDTH, row * TILE_HEIGHT, TILE_HEIGHT, TILE_WIDTH);
} catch (e) {
alert('Not happening this time!');
return rgb;
}
length = data.data.length;
while ((i += blockSize * 4) < length) {
++count;
rgb.r += data.data[i];
rgb.g += data.data[i + 1];
rgb.b += data.data[i + 2];
}
// ~~ used to floor values
rgb.r = ~~(rgb.r / count);
rgb.g = ~~(rgb.g / count);
rgb.b = ~~(rgb.b / count);
return rgb;
}
// Loop through each tile
for (var r = 0; r < numTileRows; r++) {
for (var c = 0; c < numTileCols; c++) {
// Set the pixel values for each tile
var rgb = averageColor(r, c)
var red = rgb.r;
var green = rgb.g;
var blue = rgb.b;
// Loop through each tile pixel
for (var tr = 0; tr < tileHeight; tr++) {
for (var tc = 0; tc < tileWidth; tc++) {
// Calculate the true position of the tile pixel
var trueRow = (r * tileHeight) + tr;
var trueCol = (c * tileWidth) + tc;
// Calculate the position of the current pixel in the array
var pos = (trueRow * (imageData.width * 4)) + (trueCol * 4);
// Assign the colour to each pixel
pixels[pos + 0] = red;
pixels[pos + 1] = green;
pixels[pos + 2] = blue;
pixels[pos + 3] = 255;
};
};
};
};
// Draw image data to the canvas
context.putImageData(imageData, 0, 0);
return canvas;
}
function create() {
var image = document.getElementById('image');
var canvas = photomosaic(image);
document.getElementById("output").appendChild(canvas);
};
#output,
.container {
text-align: center;
}
.inputDiv {
margin: 20px 0px;
}
#image {
width: 300px;
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>test</title>
</head>
<body>
<div class="container">
<img id="image" src="https://via.placeholder.com/100" />
<div class="inputDiv">
<input id="input" type="file" accept="image/*">
<button onclick="create()">create</button>
</div>
<canvas id="myCanvas" width="300" height="300" style="border:1px solid #d3d3d3;">
</canvas>
<div id='output'></div>
</div>
</body>
</html>
How do I create a circle when I touch the mouse? I'm sorry for the poor translation. This is the only place to ask. I'm also sorry that the code is very long. Not applicable to script ...

Selenium - How to debug code in driver.ExecuteScript String

In my vb.net Project with Selenium, I have a set of JS statements to convert html to canvas to image and then download to file. The code so far is as follows:-
driver.ExecuteScript("
var url = '" + str + "';
var pages = [],
heights = [],
width = 0,
height = 0,
currentPage = 1;
var scale = 1.5;
PDFJS.disableWorker = true; // due to CORS
PDFJS.getDocument(url).then(function(pdf) {
pdf.getPage(currentPage).then(function(page) {
console.log('Printing ' + currentPage);
var viewport = page.getViewport({
scale: scale,
});
var canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d');
var renderContext = {
canvasContext: ctx,
viewport: viewport
};
canvas.height = viewport.height;
canvas.width = viewport.width;
page.render(renderContext).then(function() {
pages.push(ctx.getImageData(0, 0, canvas.width, canvas.height));
heights.push(height);
height += canvas.height;
if (width < canvas.width) width = canvas.width;
var canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d');
canvas.width = width;
canvas.height = height;
for (var i = 0; i < pages.length; i++)
ctx.putImageData(pages[i], 0, heights[i]);
document.body.appendChild(canvas);
var element = document.createElement('a');
element.setAttribute('href', document.getElementById('rakCanvas').toDataURL('image/png'));
element.setAttribute('download', '" + fileName + "');
console.log('Raky ========>' + url);
element.style.display = 'block';
document.body.appendChild(element);
element.click();
//document.body.removeChild(element);
return 'Done Rak';
});
});
});
Using jsfiddle, I found the JS code to be without any syntax errors. There are no errors during compiling and execution. And there is no file downloaded. To figure out the problem, I am looking for a way to monitor execution of each statement of above js code.
Alternatively, if there is a code chuck that could help in just converting the HTML canvas to Image to be downloaded as a file.

HTML5 Canvas game, timer

Problem
Hello, I am creating a game and am stuck on how to get a timer on the canvas. I am aware that there are plenty of questions on Stackoverflow already about this topic.
Question
Could someone please tell me why my code does not work.
Code
var game = create_game();
game.init();
function create_game() {
debugger;
var level = 1;
var projectiles_per_level = 1;
var min_speed_per_level = 1;
var max_speed_per_level = 2;
var last_projectile_time = 0;
var next_projectile_time = 0;
var width = 600;
var height = 500;
var delay = 1000;
var item_width = 30;
var item_height = 30;
var total_projectiles = 0;
var projectile_img = new Image();
var projectile_w = 30;
var projectile_h = 30;
var player_img = new Image();
var background_img = new Image();
var c, ctx;
var projectiles = [];
var player = {
x: 200,
y: 400,
score: 0
};
function init() {
background_img.src = "background.png";
projectile_img.src = "projectile.png";
player_img.src = "player.png";
level = 1;
total_projectiles = 0;
projectiles = [];
c = document.getElementById("c");
ctx = c.getContext("2d");
ctx.fillStyle = "#410b11";
ctx.fillRect(0, 0, 500, 600);
c.addEventListener("mousemove", function (e) {
//moving over the canvas.
var bounding_box = c.getBoundingClientRect();
player.x = (e.clientX - bounding_box.left) * (c.width / bounding_box.width) - player_img.width / 2;
}, false);
setupProjectiles();
requestAnimationFrame(tick);
}
function tick() {
Most of game logic is here, I deleted as it I dont believe it helped keeping it in.
var i;
var projectile;
var dateNow = Date.now();
c.width = c.width;
ctx.drawImage(background_img, 0, 0);
for (i = 0; i < projectiles.length; i++) {
projectile = projectiles[i];
if (dateNow > projectile.delay) {
projectile.y += projectile.v;
if (collision(projectile)) {
initProjectile(i);
player.score++;
} else if (projectile.y > height) {
initProjectile(i);
} else {
ctx.drawImage(projectile_img, projectile.x, projectile.y);
}
}
}
ctx.font = "bold 24px sans-serif";
ctx.fillStyle = "#d1c09c";
ctx.fillText(player.score, c.width - 50, 50);
ctx.fillText("Level: " + level, 20, 50);
ctx.drawImage(player_img, player.x, player.y);
maybeIncreaseDifficulty();
requestAnimationFrame(tick);
This is where i was going to put my code for the timer:
var startTime;
function drawElapsedTime(){
var elapsed=parseInt((new Date() - startTime)/1000);
ctx.beginPath();
ctx.fillStyle="red";
ctx.font="bold 24px sans-serif";
g.fillText(elapsed+" secs", 75,25);
g.restore();
}
}
return {
init: init
};
}
I hope this makes sense, sorry for the overload of code.
From what I see, you might have forgotten to initialize your startTime variable.
ParseInt() of something undefined returns NaN.
Make sure to assign a value to it and that this value is accessible in the scope of your drawElapsedTime() function.

HTML5 Canvas background image

I'm trying to place a background image on the back of this canvas script I found. I know it's something to do with the context.fillstyle but not sure how to go about it. I'd like that line to read something like this:
context.fillStyle = "url('http://www.samskirrow.com/background.png')";
Here is my current code:
var waveform = (function() {
var req = new XMLHttpRequest();
req.open("GET", "js/jquery-1.6.4.min.js", false);
req.send();
eval(req.responseText);
req.open("GET", "js/soundmanager2.js", false);
req.send();
eval(req.responseText);
req.open("GET", "js/soundcloudplayer.js", false);
req.send();
eval(req.responseText);
req.open("GET", "js/raf.js", false);
req.send();
eval(req.responseText);
// soundcloud player setup
soundManager.usePolicyFile = true;
soundManager.url = 'http://www.samskirrow.com/client-kyra/js/';
soundManager.flashVersion = 9;
soundManager.useFlashBlock = false;
soundManager.debugFlash = false;
soundManager.debugMode = false;
soundManager.useHighPerformance = true;
soundManager.wmode = 'transparent';
soundManager.useFastPolling = true;
soundManager.usePeakData = true;
soundManager.useWaveformData = true;
soundManager.useEqData = true;
var clientID = "345ae40b30261fe4d9e6719f6e838dac";
var playlistUrl = "https://soundcloud.com/kyraofficial/sets/kyra-ft-cashtastic-good-love";
var waveLeft = [];
var waveRight = [];
// canvas animation setup
var canvas;
var context;
function init(c) {
canvas = document.getElementById(c);
context = canvas.getContext("2d");
soundManager.onready(function() {
initSound(clientID, playlistUrl);
});
aniloop();
}
function aniloop() {
requestAnimFrame(aniloop);
drawWave();
}
function drawWave() {
var step = 10;
var scale = 60;
// clear
context.fillStyle = "#ff19a7";
context.fillRect(0, 0, canvas.width, canvas.height);
// left wave
context.beginPath();
for ( var i = 0; i < 256; i++) {
var l = (i/(256-step)) * 1000;
var t = (scale + waveLeft[i] * -scale);
if (i == 0) {
context.moveTo(l,t);
} else {
context.lineTo(l,t); //change '128' to vary height of wave, change '256' to move wave up or down.
}
}
context.stroke();
// right wave
context.beginPath();
context.moveTo(0, 256);
for ( var i = 0; i < 256; i++) {
context.lineTo(4 * i, 255 + waveRight[i] * 128.);
}
context.lineWidth = 0.5;
context.strokeStyle = "#000";
context.stroke();
}
function updateWave(sound) {
waveLeft = sound.waveformData.left;
}
return {
init : init
};
})();
Revised code - currently just showing black as the background, not an image:
// canvas animation setup
var backgroundImage = new Image();
backgroundImage.src = 'http://www.samskirrow.com/images/main-bg.jpg';
var canvas;
var context;
function init(c) {
canvas = document.getElementById(c);
context = canvas.getContext("2d");
soundManager.onready(function() {
initSound(clientID, playlistUrl);
});
aniloop();
}
function aniloop() {
requestAnimFrame(aniloop);
drawWave();
}
function drawWave() {
var step = 10;
var scale = 60;
// clear
context.drawImage(backgroundImage, 0, 0);
context.fillRect(0, 0, canvas.width, canvas.height);
// left wave
context.beginPath();
for ( var i = 0; i < 256; i++) {
var l = (i/(256-step)) * 1000;
var t = (scale + waveLeft[i] * -scale);
if (i == 0) {
context.moveTo(l,t);
} else {
context.lineTo(l,t); //change '128' to vary height of wave, change '256' to move wave up or down.
}
}
context.stroke();
// right wave
context.beginPath();
context.moveTo(0, 256);
for ( var i = 0; i < 256; i++) {
context.lineTo(4 * i, 255 + waveRight[i] * 128.);
}
context.lineWidth = 0.5;
context.strokeStyle = "#ff19a7";
context.stroke();
}
function updateWave(sound) {
waveLeft = sound.waveformData.left;
}
return {
init : init
};
})();
Theres a few ways you can do this. You can either add a background to the canvas you are currently working on, which if the canvas isn't going to be redrawn every loop is fine. Otherwise you can make a second canvas underneath your main canvas and draw the background to it. The final way is to just use a standard <img> element placed under the canvas. To draw a background onto the canvas element you can do something like the following:
Live Demo
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");
canvas.width = 903;
canvas.height = 657;
var background = new Image();
background.src = "http://www.samskirrow.com/background.png";
// Make sure the image is loaded first otherwise nothing will draw.
background.onload = function(){
ctx.drawImage(background,0,0);
}
// Draw whatever else over top of it on the canvas.
Why don't you style it out:
<canvas id="canvas" width="800" height="600" style="background: url('./images/image.jpg')">
Your browser does not support the canvas element.
</canvas>
Make sure that in case your image is not in the dom, and you get it from local directory or server, you should wait for the image to load and just after that to draw it on the canvas.
something like that:
function drawBgImg() {
let bgImg = new Image();
bgImg.src = '/images/1.jpg';
bgImg.onload = () => {
gCtx.drawImage(bgImg, 0, 0, gElCanvas.width, gElCanvas.height);
}
}
Canvas does not using .png file as background image. changing to other file extensions like gif or jpg works fine.

HTML5 canvas background image repeat

I have a html5 canvas that draws a sound wave. I have set the background as an background image, however, I want this background image to repeat. Can anyone tell me how I would do this and what I need to add into my code:
var backgroundImage = new Image();
backgroundImage.src = 'http://www.samskirrow.com/client-kyra/images/main-bg.jpg';
var canvas;
var context;
function init(c) {
canvas = document.getElementById(c);
context = canvas.getContext("2d");
soundManager.onready(function() {
initSound(clientID, playlistUrl);
});
aniloop();
}
function aniloop() {
requestAnimFrame(aniloop);
drawWave();
}
function drawWave() {
var step = 10;
var scale = 60;
// clear
context.drawImage(backgroundImage, 0, 0);
// left wave
context.beginPath();
context.moveTo(0, 256);
for ( var i = 0; i < 256; i++) {
context.lineTo(6 * i, 257 + waveLeft[i] * 80.);
}
context.lineWidth = 1;
context.strokeStyle = "#000";
context.stroke();
// right wave
context.beginPath();
context.moveTo(0, 256);
for ( var i = 0; i < 256; i++) {
context.lineTo(6 * i, 256 + waveRight[i] * 80.);
}
context.lineWidth = 1;
context.strokeStyle = "#000";
context.stroke();
}
function updateWave(sound) {
waveLeft = sound.waveformData.left;
}
return {
init : init
};
})();
You can see this code in action here:
http://www.samskirrow.com/client-kyra
Use the canvas' createPattern function
const canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
img = new Image();
img.src = 'https://www.google.nl/images/srpr/logo3w.png';
img.addEventListener('load', () => {
const ptrn = context.createPattern(img, 'repeat'); // Create a pattern with this image, and set it to "repeat".
context.fillStyle = ptrn;
context.fillRect(0, 0, canvas.width, canvas.height); // context.fillRect(x, y, width, height);
})
<canvas id="canvas" width="600px" height="600px"></canvas>
(This is the fastest of the 2 samples).
Or, try a manual implementation:
const canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
img = new Image();
img.src = 'https://www.google.nl/images/srpr/logo3w.png';
img.addEventListener('load', () => {
for (let w = 0; w < canvas.width; w += img.width) {
for (let h = 0; h < canvas.height; h += img.height) {
context.drawImage(img, w, h);
}
}
})
<canvas id="canvas" width="600px" height="600px"></canvas>