音频 API 中心频率可视化

时间:2021-01-25 19:28:12

标签: javascript typescript audio web-audio-api

我正在开发一个用于网络的音频可视化器,它还可以让用户将原始音频信号可视化器“调谐”到一个频率。这是许多硬件示波器的一个特性。基本上,当用户以 440Hz 为中心并且我有一个 440Hz 的正弦波时,波应该保持静止在画布上而不是向左或向右移动。我的计划是根据频率将图形向左移动(440Hz = 每秒向左移动 1/440 秒,因为波应该每 1/440 秒重复一次),但这似乎不起作用。

我找不到音频分析器节点的时域数据使用的单位。我猜是毫秒,但我不确定。

"use strict";
// Oscillator instead of mic for debugging
const USE_OSCILLATOR = true;
// Compatibility
if (!window.AudioContext)
    window.AudioContext = window.webkitAudioContext;
if (!navigator.getUserMedia)
    navigator.getUserMedia =
        navigator.mozGetUserMedia ||
            navigator.webkitGetUserMedia ||
            navigator.msGetUserMedia;
// Main
class App {
    constructor(visualizerElement, optionsElement) {
        this.visualizerElement = visualizerElement;
        this.optionsElement = optionsElement;
        // HTML elements
        this.canvas = document.createElement("canvas");
        // Context
        this.context = new AudioContext({
            // Low latency
            latencyHint: "interactive",
        });
        this.canvasCtx = this.canvas.getContext("2d", {
            // Low latency
            desynchronized: true,
            alpha: false,
        });
        // Audio nodes
        this.audioAnalyser = this.context.createAnalyser();
        this.audioBuffer = new Uint8Array(this.audioAnalyser.frequencyBinCount);
        this.audioInputStream = null;
        this.audioInputNode = null;
        if (this.canvasCtx === null)
            throw new Error("2D rendering Context not supported by browser.");
        this.updateCanvasSize();
        window.addEventListener("resize", () => this.updateCanvasSize());
        this.drawVisualizer();
        this.visualizerElement.appendChild(this.canvas);
        if (USE_OSCILLATOR) {
            let oscillator = this.context.createOscillator();
            oscillator.type = "sine";
            oscillator.frequency.setValueAtTime(440, this.context.currentTime);
            oscillator.connect(this.audioAnalyser);
            oscillator.start();
        }
        else {
            navigator.getUserMedia({ audio: true }, (stream) => {
                this.audioInputStream = stream;
                this.audioInputNode = this.context.createMediaStreamSource(stream);
                this.audioInputNode.channelCountMode = "explicit";
                this.audioInputNode.channelCount = 1;
                this.audioBuffer = new Uint8Array(this.audioAnalyser.frequencyBinCount);
                this.audioInputNode.connect(this.audioAnalyser);
            }, (err) => console.error(err));
        }
    }
    updateCanvasSize() {
        var _a;
        this.canvas.width = window.innerWidth;
        this.canvas.height = window.innerHeight;
        (_a = this.canvasCtx) === null || _a === void 0 ? void 0 : _a.setTransform(1, 0, 0, -1, 0, this.canvas.height * 0.5);
    }
    drawVisualizer() {
        if (this.canvasCtx === null)
            return;
        const ctx = this.canvasCtx;
        ctx.fillStyle = "black";
        ctx.fillRect(0, -0.5 * this.canvas.height, this.canvas.width, this.canvas.height);
        // Draw FFT
        this.audioAnalyser.getByteFrequencyData(this.audioBuffer);
        const step = this.canvas.width / this.audioBuffer.length;
        const scale = this.canvas.height / (2 * 255);
        ctx.beginPath();
        ctx.moveTo(-step, this.audioBuffer[0] * scale);
        this.audioBuffer.forEach((sample, index) => {
            ctx.lineTo(index * step, scale * sample);
        });
        ctx.strokeStyle = "white";
        ctx.stroke();
        // Get the highest dominant frequency
        let highestFreqHalfHz = 0;
        {
            /**
             * Highest frequency in 0.5Hz
             */
            let highestFreq = NaN;
            let highestFreqAmp = NaN;
            let remSteps = NaN;
            for (let i = this.audioBuffer.length - 1; i >= 0; i--) {
                const sample = this.audioBuffer[i];
                if (sample > 20 && (isNaN(highestFreqAmp) || sample > highestFreqAmp)) {
                    highestFreq = i;
                    highestFreqAmp = sample;
                    if (isNaN(remSteps))
                        remSteps = 500;
                }
                if (!isNaN(remSteps)) {
                    if (remSteps-- < 0)
                        break;
                }
            }
            if (!isNaN(highestFreq)) {
                ctx.beginPath();
                ctx.moveTo(highestFreq * step, 0);
                ctx.lineTo(highestFreq * step, scale * 255);
                ctx.strokeStyle = "green";
                ctx.stroke();
                highestFreqHalfHz = highestFreq;
            }
        }
        // Draw Audio
        this.audioAnalyser.getByteTimeDomainData(this.audioBuffer);
        {
            const bufferSize = this.audioBuffer.length;
            const offsetY = -this.canvas.height * 0.5;
            // I don't know what I am doing here:
            const offsetX = highestFreqHalfHz == 0
                ? 0
                : bufferSize -
                    Math.round(((this.context.currentTime * 1000) % (1 / 440)) % bufferSize);
            // Draw the audio graph with the given offset
            ctx.beginPath();
            ctx.moveTo(-step, this.audioBuffer[0] * scale + offsetY);
            for (let i = 0; i < bufferSize; i++) {
                const index = (offsetX + i) % bufferSize;
                const sample = this.audioBuffer[index];
                ctx.lineTo(i * step, scale * sample + offsetY);
            }
            ctx.strokeStyle = "white";
            ctx.stroke();
        }
    }
}
window.addEventListener("load", () => {
    const app = new App(document.getElementById("visualizer"), document.getElementById("options"));
    requestAnimationFrame(draw);
    function draw() {
        requestAnimationFrame(draw);
        app.drawVisualizer();
    }
});
html {
    background: black;
}
body {
    width: 100vw;
    height: 100vh;
    margin: 0;
    overflow: hidden;
}

#visualizer {
    position: fixed;
    inset: 0;
}
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Equalizer</title>
</head>
<body>
    <div id="visualizer"></div>
    <div id="options"></div>
</body>
</html>

上面的代码片段是从 TypeScript 生成的。您可以找到源 here。如果它按预期工作,振荡图(底部)将不会移动。

1 个答案:

答案 0 :(得分:0)

感谢 Raymond Toy's comment 和我的数学老师(谢谢 Klein 先生),我能够解决这个问题。解决方案是 Math.round((this.context.currentTime % iv) * sampleRate),其中 iv 是频率的间隔 (1/Hz)。波不是完全居中的。不过,FFT 近似值不是很准确。在以下示例中,我将检测到的频率强制设为指定的频率。

"use strict";
// Oscillator instead of mic for debugging
const USE_OSCILLATOR = true;
const OSCILLATOR_HZ = 1000;
// Compatibility
if (!window.AudioContext)
    window.AudioContext = window.webkitAudioContext;
if (!navigator.getUserMedia)
    navigator.getUserMedia =
        navigator.mozGetUserMedia ||
            navigator.webkitGetUserMedia ||
            navigator.msGetUserMedia;
// Main
class App {
    constructor(visualizerElement, optionsElement) {
        this.visualizerElement = visualizerElement;
        this.optionsElement = optionsElement;
        // HTML elements
        this.canvas = document.createElement("canvas");
        // Context
        this.context = new AudioContext({
            // Low latency
            latencyHint: "interactive",
        });
        this.canvasCtx = this.canvas.getContext("2d", {
            // Low latency
            desynchronized: true,
            alpha: false,
        });
        // Audio nodes
        this.audioAnalyser = this.context.createAnalyser();
        this.audioBuffer = new Uint8Array(0);
        this.audioInputStream = null;
        this.audioInputNode = null;
        if (this.canvasCtx === null)
            throw new Error("2D rendering Context not supported by browser.");
        this.updateCanvasSize();
        window.addEventListener("resize", () => this.updateCanvasSize());
        this.drawVisualizer();
        this.visualizerElement.appendChild(this.canvas);
        this.audioAnalyser.fftSize = 2048;
        this.audioAnalyser.maxDecibels = -10;
        this.audioBuffer = new Uint8Array(this.audioAnalyser.frequencyBinCount * 2);
        this.audioFilter = this.context.createBiquadFilter();
        this.audioFilter.type = "bandpass";
        this.audioFilter.frequency.value = 900;
        this.audioFilter.Q.value = 20;
        this.audioAmplifier = this.context.createGain();
        this.audioAmplifier.gain.value = 5;
        this.audioFilter.connect(this.audioAmplifier);
        this.audioAmplifier.connect(this.audioAnalyser);
        if (USE_OSCILLATOR) {
            let oscillator = this.context.createOscillator();
            oscillator.type = "sine";
            oscillator.frequency.setValueAtTime(OSCILLATOR_HZ, this.context.currentTime);
            oscillator.connect(this.audioFilter);
            oscillator.start();
        }
        else {
            navigator.getUserMedia({ audio: true }, (stream) => {
                this.audioInputStream = stream;
                this.audioInputNode = this.context.createMediaStreamSource(stream);
                this.audioInputNode.channelCountMode = "explicit";
                this.audioInputNode.channelCount = 1;
                this.audioBuffer = new Uint8Array(this.audioAnalyser.frequencyBinCount);
                this.audioInputNode.connect(this.audioFilter);
            }, (err) => console.error(err));
        }
    }
    updateCanvasSize() {
        var _a;
        this.canvas.width = window.innerWidth;
        this.canvas.height = window.innerHeight;
        (_a = this.canvasCtx) === null || _a === void 0 ? void 0 : _a.setTransform(1, 0, 0, -1, 0, this.canvas.height * 0.5);
    }
    drawVisualizer() {
        if (this.canvasCtx === null)
            return;
        const ctx = this.canvasCtx;
        ctx.globalAlpha = 0.5;
        ctx.fillStyle = "black";
        ctx.fillRect(0, -0.5 * this.canvas.height, this.canvas.width, this.canvas.height);
        ctx.globalAlpha = 1;
        // Draw FFT
        this.audioAnalyser.getByteFrequencyData(this.audioBuffer);
        const scale = this.canvas.height / (2 * 255);
        const { frequencyBinCount } = this.audioAnalyser;
        const { sampleRate } = this.context;
        {
            const step = this.canvas.width / frequencyBinCount;
            ctx.beginPath();
            ctx.moveTo(-step, this.audioBuffer[0] * scale);
            for (let index = 0; index < frequencyBinCount; index++) {
                ctx.lineTo(index * step, scale * this.audioBuffer[index]);
            }
            ctx.strokeStyle = "white";
            ctx.stroke();
        }
        // Get the highest dominant frequency
        const step = this.canvas.width / frequencyBinCount;
        let highestFreqHz = 0;
        {
            /**
             * Highest frequency index in the buffer
             */
            let highestFreqIndex = NaN;
            let highestFreqAmp = NaN;
            let remSteps = NaN;
            for (let i = frequencyBinCount - 1; i >= 0; i--) {
                const sample = this.audioBuffer[i];
                if (sample > 30) {
                    if (isNaN(highestFreqAmp)) {
                        highestFreqIndex = i;
                        highestFreqAmp = sample;
                    }
                    else {
                        if (sample > highestFreqAmp) {
                            highestFreqIndex = i;
                            highestFreqAmp = sample;
                        }
                    }
                    //if (isNaN(remSteps)) remSteps = 100;
                }
                if (!isNaN(remSteps)) {
                    if (remSteps-- < 0)
                        break;
                }
            }
            if (!isNaN(highestFreqIndex)) {
                // Force exact value: (not necessary)
                highestFreqIndex =
                    (OSCILLATOR_HZ * (2 * frequencyBinCount)) / sampleRate;
                ctx.beginPath();
                ctx.moveTo(highestFreqIndex * step, 0);
                ctx.lineTo(highestFreqIndex * step, scale * 255);
                ctx.strokeStyle = "green";
                ctx.stroke();
                highestFreqHz =
                    (highestFreqIndex * sampleRate) / (2 * frequencyBinCount);
                window.HZ = highestFreqHz;
            }
        }
        // Draw Audio
        this.audioAnalyser.getByteTimeDomainData(this.audioBuffer);
        {
            const iv = highestFreqHz == 0 ? 0 : 1 / highestFreqHz;
            const bufferSize = this.audioBuffer.length;
            const offsetY = -this.canvas.height / 2.4;
            const startIndex = Math.round(iv * sampleRate);
            const step = this.canvas.width / (this.audioBuffer.length - startIndex);
            const scale = this.canvas.height / (3 * 255);
            const offsetX = highestFreqHz == 0
                ? 0
                : Math.round((this.context.currentTime % iv) * sampleRate) %
                    bufferSize;
            // Draw the audio graph with the given offset
            ctx.beginPath();
            ctx.moveTo(-step, this.audioBuffer[startIndex - offsetX] * scale + offsetY);
            for (let i = startIndex; i < bufferSize; i += 4) {
                const index = (i - offsetX) % bufferSize;
                const sample = this.audioBuffer[index];
                ctx.lineTo((i - startIndex) * step, scale * sample + offsetY);
            }
            ctx.strokeStyle = "white";
            ctx.stroke();
        }
    }
}
window.addEventListener("load", () => {
    const app = new App(document.getElementById("visualizer"), document.getElementById("options"));
    requestAnimationFrame(draw);
    function draw() {
        requestAnimationFrame(draw);
        app.drawVisualizer();
    }
});
html {
    background: black;
}
body {
    width: 100vw;
    height: 100vh;
    margin: 0;
    overflow: hidden;
}

#visualizer {
    position: fixed;
    inset: 0;
}
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Equalizer</title>
</head>
<body>
    <div id="visualizer"></div>
    <div id="options"></div>
</body>
</html>

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