Generating sound on the fly with javascript/html5

前端 未结 7 1880
庸人自扰
庸人自扰 2020-12-12 13:09

Is it possible to generate a constant sound stream with javascript/html5? For example, to generate a perpetual sine wave, I would have a callback function, that would be cal

相关标签:
7条回答
  • 2020-12-12 13:48

    You can generate wav-e file in the fly and play it (src)

    // Legend
    // DUR - duration in seconds   SPS - sample per second (default 44100)
    // NCH - number of channels    BPS - bytes per sample
    
    // t - is number from range [0, DUR), return number in range [0, 1]
    function getSampleAt(t,DUR,SPS)
    {
        return Math.sin(6000*t); 
    }
    
    function genWAVUrl(fun, DUR=1, NCH=1, SPS=44100, BPS=1) {
      let size = DUR*NCH*SPS*BPS; 
      let put = (n,l=4) => [(n<<24),(n<<16),(n<<8),n].filter((x,i)=>i<l).map(x=> String.fromCharCode(x>>>24)).join('');
      let p = (...a) => a.map( b=> put(...[b].flat()) ).join(''); 
      let data = `RIFF${put(44+size)}WAVEfmt ${p(16,[1,2],[NCH,2],SPS,NCH*BPS*SPS,[NCH*BPS,2],[BPS*8,2])}data${put(size)}`
      
      for (let i = 0; i < DUR*SPS; i++) {
        let f= Math.min(Math.max(fun(i/SPS,DUR,SPS),0),1);
        data += put(Math.floor( f * (2**(BPS*8)-1)), BPS);
      }
      
      return "data:Audio/WAV;base64," + btoa(data);
    }
    
    
    var WAV = new Audio( genWAVUrl(getSampleAt,5) ); // 5s
    WAV.setAttribute("controls", "controls");
    document.body.appendChild(WAV);
    //WAV.play()

    Here is visualistation

    function getSampleAt(t,DUR,SPS)
    {
        return 0.5+Math.sin(15*t)/(1+t*t); 
    }
    
    
    // ----------------------------------------------
    
    function genWAVUrl(fun, DUR=1, NCH=1, SPS=44100, BPS=1) {
      let size = DUR*NCH*SPS*BPS; 
      let put = (n,l=4) => [(n<<24),(n<<16),(n<<8),n].filter((x,i)=>i<l).map(x=> String.fromCharCode(x>>>24)).join('');
      let p = (...a) => a.map( b=> put(...[b].flat()) ).join(''); 
      let data = `RIFF${put(44+size)}WAVEfmt ${p(16,[1,2],[NCH,2],SPS,NCH*BPS*SPS,[NCH*BPS,2],[BPS*8,2])}data${put(size)}`
      
      for (let i = 0; i < DUR*SPS; i++) {
        let f= Math.min(Math.max(fun(i/SPS,DUR,SPS),0),1);
        data += put(Math.floor( f * (2**(BPS*8)-1)), BPS);
      }
      
      return "data:Audio/WAV;base64," + btoa(data);
    }
    
    function draw(fun, DUR=1, NCH=1, SPS=44100, BPS=1) {
      time.innerHTML=DUR+'s';
      time.setAttribute('x',DUR-0.3);
      svgCh.setAttribute('viewBox',`0 0 ${DUR} 1`);
      let p='', n=100; // n how many points to ommit
      for (let i = 0; i < DUR*SPS/n; i++) p+= ` ${DUR*(n*i/SPS)/DUR}, ${1-fun(n*i/SPS, DUR,SPS)}`;
      chart.setAttribute('points', p);
    }
    
    function frame() {
      let t=WAV.currentTime;
      point.setAttribute('cx',t)
      point.setAttribute('cy',1-getSampleAt(t))
      window.requestAnimationFrame(frame);
    }
    
    function changeStart(e) {
      var r = e.target.getBoundingClientRect();
      var x = e.clientX - r.left;
      WAV.currentTime = dur*x/r.width;
      WAV.play()
    }
    
    var dur=5; // seconds 
    var WAV = new Audio(genWAVUrl(getSampleAt,dur));
    draw(getSampleAt,dur);
    frame();
    .chart { border: 1px dashed #ccc; }
    .axis { font-size: 0.2px}
    audio { outline: none; }
    Click at blue line (make volume to max):
    <svg class="chart" id="svgCh" onclick="changeStart(event)">    
      <circle cx="0" cy="-1" r="0.05" style="fill: rgba(255,0,0,1)" id="point"></circle>
      <polyline id="chart" fill="none" stroke="#0074d9" stroke-width="0.01" points=""/>
      <text x="0.03" y="0.9" class="axis">0</text>
      <text x="0.03" y="0.2" class="axis">1</text>
      <text x="4.8" y="0.9" class="axis" id="time"></text>
    </svg><br>

    0 讨论(0)
提交回复
热议问题