我有这个Javascript代码,当用户单击麦克风按钮时,该代码用于捕获用户的音频输入。该代码在Mozila Firefox中有效,但是当我在Google Chrome中使用它时,它无法正常工作,并且在控制台中显示此警告/错误-The AudioContext was not allowed to start. It must be resumed (or created) after a user gesture on the page.
var r = function() {
var e = {}
, t = void 0
, n = getBotConfig()
, r = new Audio("data:audio/wav;base64,")
, o = !1;
if (!n.isIE()) {
window.AudioContext = window.AudioContext || window.webkitAudioContext;
var i = new AudioContext;
e.toggleRecording = function(e, t, n, r, s, a, c) {
e.classList.contains("recording") ? (e.classList.remove("recording"),
o = !1,
t.emit("end-recording", {
session_id: a,
bot_id: c
}),
document.getElementById("btnToggle").setAttribute("style", "background-color:transparent"),
document.getElementsByClassName("fa-microphone")[0] && document.getElementsByClassName("fa-microphone")[0].setAttribute("style", "color:" + s)) : (e.classList.add("recording"),
o = !0,
t.emit("start-recording", {
numChannels: 1,
bps: 16,
fps: parseInt(i.sampleRate),
session_id: a,
bot_id: c
}),
document.getElementById("btnToggle").setAttribute("style", "background-color:" + n),
document.getElementsByClassName("fa-microphone")[0] && document.getElementsByClassName("fa-microphone")[0].setAttribute("style", "color:" + r))
}
,
e.onAudioTTS = function(e) {
try {
r.pause(),
c(e)
} catch (t) {
c(e)
}
}
,
e.initAudio = function(e, n, r) {
console.log("audio initiated"),
t = e,
navigator.getUserMedia || (navigator.getUserMedia = navigator.webkitGetUserMedia || navigator.mozGetUserMedia),
navigator.cancelAnimationFrame || (navigator.cancelAnimationFrame = navigator.webkitCancelAnimationFrame || navigator.mozCancelAnimationFrame),
navigator.requestAnimationFrame || (navigator.requestAnimationFrame = navigator.webkitRequestAnimationFrame || navigator.mozRequestAnimationFrame),
navigator.getUserMedia({
audio: !0
}, a, function(e) {
alert("Error getting audio"),
console.log(e)
})
}
;
var s = function(e) {
var t = i.createChannelSplitter(2)
, n = i.createChannelMerger(2);
return e.connect(t),
t.connect(n, 0, 0),
t.connect(n, 0, 1),
n
}
, a = function(e) {
var n = i.createGain()
, r = i.createMediaStreamSource(e)
, a = r;
a = s(a),
a.connect(n);
var c = (i.createScriptProcessor || i.createJavaScriptNode).call(i, 1024, 1, 1);
c.onaudioprocess = function(e) {
if (o) {
for (var n = e.inputBuffer.getChannelData(0), r = new ArrayBuffer(2 * n.length), i = new DataView(r), s = 0, a = 0; s < n.length; s++,
a += 2) {
var c = Math.max(-1, Math.min(1, n[s]));
i.setInt16(a, c < 0 ? 32768 * c : 32767 * c, !0)
}
t.emit("write-audio", r)
}
}
,
n.connect(c),
c.connect(i.destination);
var u = i.createGain();
u.gain.value = 0,
n.connect(u),
u.connect(i.destination)
}
, c = function(e) {
r.src = "data:audio/wav;base64," + e,
r.play()
};
return e
}
};
警告/错误出现在第var i = new AudioContext;
行。它以前也可以在Google Chrome浏览器上工作,但现在不起作用。 Google开发人员页面上的说明说resume()
必须习惯,但是我不确定该如何以及在何处进行。
答案 0 :(得分:1)
您应该可以在致电#include<iostream>
using namespace std;
void insert(int *a[], const int location, const int numofelements, const int value) {
int n, b[10];
a = *b; //a is **int. *b means the first element so *b is an int.
for (int n = numofelements; n > location; n--) {
a[n-1] = a[n];
}
b[location] = value;
*b = a; //a is **int. *b means the first element so *b is an int.
}
int main() {
int test[10] = [1,2,3,4,5];
insert(test, 2, 5, 7); //test is a *int, the function expects a **int
for (int i = 0; i < 6; i++) {
cout << "test[" << i << "] = " << test[i];
}
return 0;
}
之前立即致电resume()
。重要的是在用户操作/事件中调用它-例如单击麦克风按钮。
关键点:如果在文档之前创建了AudioContext 收到用户手势后,它将以“已暂停”状态创建, 并且您将需要在收到用户手势后调用resume()。
来自https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
它以前也可以在Google Chrome浏览器上运行,但是现在 不起作用。
新政策最近在chrome更新中得到了实施。
答案 1 :(得分:1)
如果访问麦克风时您的问题与p5.js有关,请在setup
function setup() {
mic = new p5.AudioIn();
mic.start();
getAudioContext().resume();
}
或添加touchStarted
功能文档。您必须单击网页才能触发此功能。
function touchStarted() {
getAudioContext().resume();
}