I\'m playing around with the Web Audio API & trying to find a way to import an mp3 (so therefore this is only in Chrome), and generate a waveform of it on a canvas. I c
There is a really amazing 'offline' mode of the Web Audio API that allows you to pre-process an entire file through an audio context and then do something with the result:
var context = new webkitOfflineAudioContext();
var source = context.createBufferSource();
source.buffer = buffer;
source.connect(context.destination);
source.noteOn(0);
context.oncomplete = function(e) {
var audioBuffer = e.renderedBuffer;
};
context.startRendering();
So the setup looks exactly the same as the real-time processing mode, except you set up the oncomplete
callback and the call to startRendering()
. What you get back in e.redneredBuffer
is an AudioBuffer
.
I got this to work using OfflineAudioContext using the following code. The complete example here shows how to use it to compute the FFT magnitudes for a linear chirp. Once you have the concept of hooking the nodes together, you can do just about anything with it offline.
function fsin(freq, phase, t) {
return Math.sin(2 * Math.PI * freq * t + phase)
}
function linearChirp(startFreq, endFreq, duration, sampleRate) {
if (duration === undefined) {
duration = 1; // seconds
}
if (sampleRate === undefined) {
sampleRate = 44100; // per second
}
var numSamples = Math.floor(duration * sampleRate);
var chirp = new Array(numSamples);
var df = (endFreq - startFreq) / numSamples;
for (var i = 0; i < numSamples; i++) {
chirp[i] = fsin(startFreq + df * i, 0, i / sampleRate);
}
return chirp;
}
function AnalyzeWithFFT() {
var numChannels = 1; // mono
var duration = 1; // seconds
var sampleRate = 44100; // Any value in [22050, 96000] is allowed
var chirp = linearChirp(10000, 20000, duration, sampleRate);
var numSamples = chirp.length;
// Now we create the offline context to render this with.
var ctx = new OfflineAudioContext(numChannels, numSamples, sampleRate);
// Our example wires up an analyzer node in between source and destination.
// You may or may not want to do that, but if you can follow how things are
// connected, it will at least give you an idea of what is possible.
//
// This is what computes the spectrum (FFT) information for us.
var analyser = ctx.createAnalyser();
// There are abundant examples of how to get audio from a URL or the
// microphone. This one shows you how to create it programmatically (we'll
// use the chirp array above).
var source = ctx.createBufferSource();
var chirpBuffer = ctx.createBuffer(numChannels, numSamples, sampleRate);
var data = chirpBuffer.getChannelData(0); // first and only channel
for (var i = 0; i < numSamples; i++) {
data[i] = 128 + Math.floor(chirp[i] * 127); // quantize to [0,256)
}
source.buffer = chirpBuffer;
// Now we wire things up: source (data) -> analyser -> offline destination.
source.connect(analyser);
analyser.connect(ctx.destination);
// When the audio buffer has been processed, this will be called.
ctx.oncomplete = function(event) {
console.log("audio processed");
// To get the spectrum data (e.g., if you want to plot it), you use this.
var frequencyBins = new Uint8Array(analyser.frequencyBinCount);
console.log(analyser.getByteFrequencyData(frequencyBins);
// You can also get the result of any filtering or any other stage here:
console.log(event.renderedBuffer);
};
// Everything is now wired up - start the source so that it produces a
// signal, and tell the context to start rendering.
//
// oncomplete above will be called when it is done.
source.start();
ctx.startRendering();
}