请ScriptProcessorNode
与OfflineContext
一起使用。
在 Chrome , Mozilla Firefox 中工作。
不适用于 Edge 25 , Safari 10 。
问题是在处理上下文OfflineContextis
时会调用一次事件。
jsfiddle没有BufferSource
的示例。
jsfiddle基于 MDN example BufferSource
的示例。
console.clear();
var playButton = document.querySelector('.play');
var playButtonOffline = document.querySelector('.play-offline');
var current = 0;
var buffer_size = 4096;
var buffer_length = buffer_size * 10;
var audioCtx = new(window.AudioContext || window.webkitAudioContext)();
var scriptNode = audioCtx.createScriptProcessor(buffer_size, 1, 1);
scriptNode.onaudioprocess = whiteNoise;
function whiteNoise(audioProcessingEvent) {
console.log('onaudioprocess', current);
// The output buffer contains the samples that will be modified and played
var outputBuffer = audioProcessingEvent.outputBuffer;
// Loop through the output channel
for (var channel = 0; channel < outputBuffer.numberOfChannels; channel++) {
var outputData = outputBuffer.getChannelData(channel);
for (var sample = 0; sample < buffer_size; sample++) {
// add noise to each output sample
outputData[sample] += ((Math.random() * 2) - 1);
}
}
current += buffer_size;
if (current > buffer_length)
scriptNode.disconnect();
}
playButton.onclick = function() {
current = 0;
scriptNode.connect(audioCtx.destination);
}
playButtonOffline.onclick = function() {
var offlineCtx = new(window.OfflineAudioContext || window.webkitOfflineAudioContext)(1, buffer_length, 48000);
var scriptNodeOffline = offlineCtx.createScriptProcessor(buffer_size, 1, 1);
scriptNodeOffline.onaudioprocess = whiteNoise;
current = 0;
offlineCtx.oncomplete = function(e) {
console.log('rendered buffer', e.renderedBuffer.getChannelData(0).filter(f => f != 0).length);
}
scriptNodeOffline.connect(offlineCtx.destination);
offlineCtx.startRendering();
}
<button class="play">
play
</button>
<button class="play-offline">
Render offline
</button>
在 Chrome 和 Firefox 生成相同输出中多次点击Render offline
。
在 Safari 和 Edge 生成其他输出中多次点击Render offline
。
jsfiddle上的示例。
// Create AudioContext and buffer source
console.clear();
var playButton = document.querySelector('.play');
var playButtonOffline = document.querySelector('.play-offline');
var myBuffer = null;
var audioCtx = new(window.AudioContext || window.webkitAudioContext)();
var source = audioCtx.createBufferSource();
// Create a ScriptProcessorNode with a bufferSize of 4096 and a single input and output channel
var scriptNode = audioCtx.createScriptProcessor(4096, 1, 1);
// load in an audio track via XHR and decodeAudioData
function getData() {
request = new XMLHttpRequest();
request.open('GET', 'https://s3-ap-northeast-1.amazonaws.com/storage.cowrite.decodeapps.io/Materials/Media/Audio/59f2b85dd3aed-20171027-043853.mp3', true);
request.responseType = 'arraybuffer';
request.onload = function() {
var audioData = request.response;
audioCtx.decodeAudioData(audioData, function(buffer) {
myBuffer = buffer;
source.buffer = myBuffer;
},
function(e) {
"Error with decoding audio data" + e.err
});
}
request.send();
}
function addNoise(audioProcessingEvent) {
console.log("onaudioprocess")
// The input buffer is the song we loaded earlier
var inputBuffer = audioProcessingEvent.inputBuffer;
// The output buffer contains the samples that will be modified and played
var outputBuffer = audioProcessingEvent.outputBuffer;
// Loop through the output channels (in this case there is only one)
for (var channel = 0; channel < outputBuffer.numberOfChannels; channel++) {
var inputData = inputBuffer.getChannelData(channel);
var outputData = outputBuffer.getChannelData(channel);
// Loop through the 4096 samples
for (var sample = 0; sample < inputBuffer.length; sample++) {
// make output equal to the same as the input
outputData[sample] = inputData[sample];
// add noise to each output sample
outputData[sample] += ((Math.random() * 2) - 1) * 0.2;
}
}
}
// Give the node a function to process audio events
scriptNode.onaudioprocess = addNoise;
getData();
// wire up play button
playButton.onclick = function() {
source.connect(scriptNode);
scriptNode.connect(audioCtx.destination);
source.start();
}
// When the buffer source stops playing, disconnect everything
source.onended = function() {
source.disconnect(scriptNode);
scriptNode.disconnect(audioCtx.destination);
}
// When the buffer source stops playing, disconnect everything
// wire up play button
playButtonOffline.onclick = function() {
var offlineCtx = new(window.OfflineAudioContext || window.webkitOfflineAudioContext)(2, myBuffer.length, myBuffer.sampleRate);
var scriptNodeOffline = offlineCtx.createScriptProcessor(4096, 1, 1);
var sourceOffline = offlineCtx.createBufferSource();
sourceOffline.buffer = myBuffer;
sourceOffline.onended = function() {
console.log('sourceOffline.onended');
sourceOffline.disconnect(scriptNodeOffline);
scriptNodeOffline.disconnect(offlineCtx.destination);
}
scriptNodeOffline.onaudioprocess = addNoise;
sourceOffline.connect(scriptNodeOffline);
scriptNodeOffline.connect(offlineCtx.destination);
sourceOffline.start();
offlineCtx.oncomplete = function(e) {
console.log('renderedBuffer', e.renderedBuffer.getChannelData(0).filter(f => f != 0).length);
listenRendered(e.renderedBuffer);
};
offlineCtx.startRendering();
}
var _audioCtx = new(window.AudioContext || window.webkitAudioContext)();
function listenRendered(buffer) {
var _source = _audioCtx.createBufferSource();
_source.buffer = buffer;
_source.connect(_audioCtx.destination);
_source.start();
}
<button class="play">
play
</button>
<button class="play-offline">
Render offline
</button>
答案 0 :(得分:1)
这些是Safari和Edge中的错误。 ScriptProcessorNode应该在脱机上下文中正常工作。使用Safari和Edge存档错误。