Record sound of a webaudio api's audio context - html5-audio

I am using web audio api in my project. Is there a way to record the audio data that's being sent to webkitAudioContext.destination?
.wav files are playing in my browser, so there should be some way to store that data into a (.wav) file . i know this is possible, but not yet find any solution :(
recorder.js can help me, but upto now i found it is only recording the microphone live input, is it possible to record my audio(.wav files) with the help of recorder.js? plz help
i am using this sample for recording https://github.com/mattdiamond/Recorderjs

I have managed to achieve this through a pure WebAudio solution (no Recorderjs needed). You can see it working fully on my discJS project and use the relevant source file to see how my complete code is working. I imagine this is only relevant to recording WebAudio nodes that you are playing yourself programmatically.
First you will need an HTML <audio> to use as a final destination. In this case I choose to show the controls so that the user may easily download the resulting file.
<audio id='recording' controls='true'></audio>
Now for the Javascript mojo:
const CONTEXT = new AudioContext();
var recorder=false;
var recordingstream=false;
function startrecording(){
recordingstream=CONTEXT.createMediaStreamDestination();
recorder=new MediaRecorder(recordingstream.stream);
recorder.start();
}
function stoprecording(){
recorder.addEventListener('dataavailable',function(e){
document.querySelector('#recording').src=URL.createObjectURL(e.data);
recorder=false;
recordingstream=false;
});
recorder.stop();
}
Now the final glue is that whenever you play an audio source, you also need to connect it to your recording stream:
function play(source){
let a=new Audio(source);
let mediasource=CONTEXT.createMediaElementSource(a);
mediasource.connect(CONTEXT.destination);//plays to default context (speakers)
mediasource.connect(recordingstream);//connects also to MediaRecorder
a.play();
}
This is a relatively primitive setup that works fine (tested on Firefox 52 and Chrome 70). For a more proper implementation, see MediaRecorder on MDN.

As found on the github: var rec = new Recorder(source [, config]), where source is an audio node. So it's up to you to put in the right node. If you play .wav files using <audio>, you can send it to the recorder:
<audio id="audio" src="" controls></audio>
var a = document.getElementById('audio');
var context = new webkitAudioContext();
var sourceNode = context.createMediaElementSource(a);
var rec = new Recorder(sourceNode);

Related

How to make my audio player randomly choose a file?

Right now in my site I'm using
<embed name="audio" src="audio1.mp3" loop="true" hidden="true" autostart="true">
to play audio files on the launch. I want to be able to have randomly choose from a collection of audio files in the directory. How can I do this?
EDIT : Sorry I have misread the question.
It is impossible to select folder and get the files. This is due to security feature of the browser.
You may however
Create an array that stores your url sources. Then randomly select an item from the array
var source = [
"https://www.sample-videos.com/audio/mp3/crowd-cheering.mp3",
"https://www.sample-videos.com/audio/mp3/wave.mp3",
"http://www.kozco.com/tech/organfinale.mp3"
];
function randomPlay(){
var toPlay = source[Math.floor(Math.random()*source.length)];
var player = document.getElementById('player');
player.src = toPlay;
player.load(); //call this to just preload the audio without playing
player.play();
}
See this fiddle
https://jsfiddle.net/tq4ughrc/11/

How can I stop and resume a live audio stream in HTML5 instead of just pausing it?

A notable issue that's appearing as I'm building a simple audio streaming element in HTML5 is that the <audio> tag doesn't behave as one would expect in regards to playing and pausing a live audio stream.
I'm using the most basic HTML5 code for streaming the audio, an <audio> tag with controls, the source of which is a live stream.
Current outcome: When the stream is first played, it plays whatever is streaming as expected. When it's paused and played again, however, the audio resumes exactly where it left off when the stream was previously paused. The user is now listening to a delayed version of the stream. This occurrence isn't browser-specific.
Desired outcome: When the stream is paused, I want the stream to stop. When it is played again, I want it resume where the stream is currently at, not where it was when the user paused the stream.
Does anyone know of a way to make this audio stream resume properly after it's been paused?
Some failed attempts I've made to fix this issue:
Altering the currentTime of the audio element does nothing to streaming audio.
I've removed the audio element from the DOM when the user stops stream playback and added it back in when user resumes playback. The stream still continues where the user left off and worse yet downloads another copy of the stream behind the scenes.
I've added a random GET variable to the end of the stream URL every time the stream is played in an attempt to fool the browser into believing that it's playing a new stream. Playback still resumes where the user paused the stream.
Best way to stop a stream, and then start it again seems to be removing the source and then calling load:
var sourceElement = document.querySelector("source");
var originalSourceUrl = sourceElement.getAttribute("src");
var audioElement = document.querySelector("audio");
function pause() {
sourceElement.setAttribute("src", "");
audioElement.pause();
// settimeout, otherwise pause event is not raised normally
setTimeout(function () {
audioElement.load(); // This stops the stream from downloading
});
}
function play() {
if (!sourceElement.getAttribute("src")) {
sourceElement.setAttribute("src", originalSourceUrl);
audioElement.load(); // This restarts the stream download
}
audioElement.play();
}
Resetting the audio source and calling the load() method seems to be the simplest solution when you want to stop downloading from the stream.
Since it's a stream, the browser will stop downloading only when the user gets offline. Resetting is necessary to protect your users from burning through their cellular data or to avoid serving outdated content that the browser downloaded when they paused the audio.
Keep in mind though that when the source attribute is set to an empty string, like so audio.src = "", the audio source will instead be set to the page's hostname. If you use a random word, that word will be appended as a path.
So as seen below, setting audio.src ="", means that audio.src === "https://stacksnippets.net/js". Setting audio.src="meow" will make the source be audio.src === "https://stacksnippets.net/js/meow" instead. Thus the 3d paragraph is not visible.
const audio1 = document.getElementById('audio1');
const audio2 = document.getElementById('audio2');
document.getElementById('p1').innerHTML = `First audio source: ${audio1.src}`;
document.getElementById('p2').innerHTML = `Second audio source: ${audio2.src}`;
if (audio1.src === "") {
document.getElementById('p3').innerHTML = "You can see me because the audio source is set to an empty string";
}
<audio id="audio1" src=""></audio>
<audio id="audio2" src="meow"></audio>
<p id="p1"></p>
<p id="p2"></p>
<p id="p3"></p>
Be aware of that behavior if you do rely on the audio's source at a given moment. Using the about URI scheme seems to trick it into behaving in a more reliable way. So using "about:" or "about:about", "about:blank", etc. will work fine.
const resetAudioSource = "about:"
const audio = document.getElementById('audio');
audio.src = resetAudioSource;
document.getElementById('p1').innerHTML = `Audio source: -- "${audio.src}"`;
// Somewhere else in your code...
if (audio.src === resetAudioSource){
document.getElementById('p2').innerHTML = "You can see me because you reset the audio source."
}
<audio id="audio"></audio>
<p id="p1"></p>
<p id="p2"></p>
Resetting the audio.src and calling the .load() method will make the audio to try to load the new source. The above comes in handy if you want to show a spinner component while the audio is loading, but don't want to also show that component when you reset your audio source.
A working example can be found here: https://jsfiddle.net/v2xuczrq/
If the source is reset using a random word, then you might end up with the loader showing up when you also pause the audio, or until the onError event handler catches it. https://jsfiddle.net/jcwvue0s/
UPDATE: The strings "javascript:;" and "javascript:void(0)" can be used instead of the "about:" URI and this seems to work even better as it will also stop the console warnings caused by "about:".
Note: I'm leaving this answer for the sake of posterity, since it was the best solution I or anyone could come up with at the time for my issue. But I've since marked Ciantic's later idea as the best solution because it actually stops the stream downloading and playback like I originally wanted. Consider that solution instead of this one.
One solution I came up with while troubleshooting this issue was to ignore the play and pause functions on the audio element entirely and just set the volume property of the audio element to 0 when user wishes to stop playback and then set the volume property back to 1 when the user wishes to resume playback.
The JavaScript code for such a function would look much like this if you're using jQuery (also demonstrated in this fiddle):
/*
* Play/Stop Live Audio Streams
* "audioElement" should be a jQuery object
*/
function streamPlayStop(audioElement) {
if (audioElement[0].paused) {
audioElement[0].play();
} else if (!audioElement[0].volume) {
audioElement[0].volume = 1;
} else {
audioElement[0].volume = 0;
}
}
I should caution that even though this achieves the desired functionality for stopping and resuming live audio streams, it isn't ideal because the stream, when stopped, is actually still playing and being downloaded in the background, using up bandwidth in the process.
However, this solution doesn't necessarily take up more bandwidth than just using .play() and .pause() on a streaming audio element. Simply using the audio tag with streaming audio uses up a great deal of bandwidth anyway, because once streaming audio is played, it continues to download the contents of the stream in the background when it is paused.
It should be noted that this method won't work in iOS because of purposefully built-in limitations for iPhones and iPads:
On iOS devices, the audio level is always under the user’s physical control. The volume property is not settable in JavaScript. Reading the volume property always returns 1.
If you choose to use the workaround in this answer, you'll need to create a fallback for iOS devices that uses the play() and pause() functions normally, or your interface will be unable to pause the stream.
Tested #Ciantics code and it worked with some modifications, if you want to use multiple sources.
As the source is getting removed, the HTML audio player becomes inactive, so the source (URL) needs to be added directly after again to become active.
Also added an event listener at the end to connect the function when pausing:
var audioElement = document.querySelector("audio");
var sources = document.querySelector("audio").children;
var sourceList = [];
for(i=0;i<sources.length;i++){
sourceList[i] = sources[i].getAttribute("src");
}
function pause() {
for(i=0;i<sources.length;i++){
sources[i].setAttribute("src", "");
}
audioElement.pause();
// settimeout, otherwise pause event is not raised normally
setTimeout(function () {
audioElement.load(); // This stops the stream from downloading
});
for(i=0;i<sources.length;i++){
if (!sources[i].getAttribute("src")) {
sources[i].setAttribute("src", sourceList[i]);
audioElement.load(); // This restarts the stream download
}
}
}
audioElement.addEventListener("pause", pause);

Change the Source of an Audio tag in HTML5

I am building a browser songs personalized application. I am in the starting phase of the application where I want to click a button and change the song currently being played by the audio player in HTML5. I wanted to know how can I change the source of the audio. I tried using a ajax call when the button is clicked and then the following commands
var audio= document.getElementById("myplayer");
audio.src="E:/My Collection/abcd.mp3";
But this doesn't work and the same audio song continues. Can anyone help me with this. Thank You.
Take the list of your audio file in an array.
var audioArr = new Array();
audioArr = ["abc.mp3", "xyz.mp3"];
And, then onclick() of button you can pass index. Eg:
audio.src = audioArr[index];
I hope this works :)
in addition to what Bhavya said about array, add audio.load(); or audio.play(); after changing the src. it would make the audio tag reload.

HTML5 capture audio from default microphone

Can somebody help me on how to capture audio from default microphone using HTML5?
There are many samples available, but none of them seem to working.
I have tried Audio capturing with HTML5
As it only works with chrome with flags enabled. but it's getting NavigatorUserMediaError. The video icon on the address bar has a red cross sign and its tooltip says 'this page has been blocked from accessing your camera and microphone'
There's some great articles on HTML5 Rocks. This is just one that I pulled.
http://updates.html5rocks.com/2012/09/Live-Web-Audio-Input-Enabled
// success callback when requesting audio input stream
function successCallback(stream) {
var audioContext = new (window.webkitAudioContext)();
// Create an AudioNode from the stream.
var mediaStreamSource = audioContext.createMediaStreamSource( stream );
// Connect it to the destination to hear yourself (or any other node for processing!)
mediaStreamSource.connect( audioContext.destination );
}
function errorCallback() {
console.log("The following error occurred: " + err);
}
navigator.webkitGetUserMedia( {audio:true}, successCallback, errorCallback );
make sure you start the demo from a webserver - simply copy/paste & start from file system won't work - in chrome you never get access to the mic this way.
Recently (not sure when) Chrome added the requirement that the page be accessed over SSL to enable getUserMedia.

Capture video without sound in Windows Store App

I want to write a Windows Store App that can capture video (without any sound) and take pictures. Imagine a digital camera: you can preview the picture on the screen of your device before pushing the button which takes the pic.
The problem I'm facing now is the fact that the Windows.Media.Capture namespace has only classes for objects that capture video with sound (CameraCaptureUI, MediaCapture). I'm not troubled by the objects' capabilities, but by the fact that I will have to include in the manifest of the app the Microphone capability and it does not make sense for the app to use it. I need a class that uses only the Webcam capability.
Any ideas?
I found the answer and I thought I should share it. I'm sorry for answering my own question, but here goes:
One can specify in the settings of the MediaCapture object, when initializing it, that it will use only the Video part:
var mediaCaptureMgr = new MediaCapture();
var captureSettings = new MediaCaptureInitializationSettings();
captureSettings.StreamingCaptureMode = StreamingCaptureMode.Video;
await mediaCaptureMgr.InitializeAsync(captureSettings);
RTFM!