javascript 使用 Web Audio API 创建完整轨道的波形
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原文地址: http://stackoverflow.com/questions/22073716/
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StackOverFlow
Create a waveform of the full track with Web Audio API
提问by cocco
Realtime moving Waveform
实时移动波形
I'm currently playing with Web Audio API and made a spectrum using canvas.
我目前正在使用 Web Audio API 并使用画布制作了一个频谱。
function animate(){
var a=new Uint8Array(analyser.frequencyBinCount),
y=new Uint8Array(analyser.frequencyBinCount),b,c,d;
analyser.getByteTimeDomainData(y);
analyser.getByteFrequencyData(a);
b=c=a.length;
d=w/c;
ctx.clearRect(0,0,w,h);
while(b--){
var bh=a[b]+1;
ctx.fillStyle='hsla('+(b/c*240)+','+(y[b]/255*100|0)+'%,50%,1)';
ctx.fillRect(1*b,h-bh,1,bh);
ctx.fillRect(1*b,y[b],1,1);
}
animation=webkitRequestAnimationFrame(animate);
}
Mini question: is there a way to not write 2 times new Uint8Array(analyser.frequencyBinCount)
?
小问题:有没有办法不写 2 次new Uint8Array(analyser.frequencyBinCount)
?
DEMO
演示
add a MP3/MP4 file and wait. (tested in Chrome)
添加 MP3/MP4 文件并等待。(在 Chrome 中测试)
But there are many problems. I can't find a proper documentation of the various audio filters.
但是有很多问题。我找不到各种音频过滤器的正确文档。
Also, if you look at the spectrum you will notice that after 70% or the range there is no data. What does that mean? that maybe from 16k hz to 20k hz is no sound? I would apply a text to the canvas to show the various HZ. but where??
此外,如果您查看频谱,您会注意到在 70% 或范围之后没有数据。这意味着什么?也许从 16k hz 到 20k hz 没有声音?我会将文本应用于画布以显示各种 HZ。但是哪里??
I found out that the returned data is a power of 32 in length with a max of 2048 and the height is always 256.
我发现返回的数据是长度为 32 的幂,最大值为 2048,高度始终为 256。
BUT the real question is ... I want to create a moving waveform like in traktor.
但真正的问题是......我想创建一个像拖拉机一样的移动波形。
I already did that some time ago with PHP it converts the file to low bitrate than extracts the data and coverts that to a image. i found the script somewhere...but I don't remember where... note: needs LAME
前段时间我已经用 PHP 这样做了,它会将文件转换为低比特率,而不是提取数据并将其转换为图像。我在某处找到了脚本……但我不记得在哪里……注意:需要LAME
<?php
$a=$_GET["f"];
if(file_exists($a)){
if(file_exists($a.".png")){
header("Content-Type: image/png");
echo file_get_contents($a.".png");
}else{
$b=3000;$c=300;define("d",3);
ini_set("max_execution_time","30000");
function n($g,$h){
$g=hexdec(bin2hex($g));
$h=hexdec(bin2hex($h));
return($g+($h*256));
};
$k=substr(md5(time()),0,10);
copy(realpath($a),"/var/www/".$k."_o.mp3");
exec("lame /var/www/{$k}_o.mp3 -f -m m -b 16 --resample 8 /var/www/{$k}.mp3 && lame --decode /var/www/{$k}.mp3 /var/www/{$k}.wav");
//system("lame {$k}_o.mp3 -f -m m -b 16 --resample 8 {$k}.mp3 && lame --decode {$k}.mp3 {$k}.wav");
@unlink("/var/www/{$k}_o.mp3");
@unlink("/var/www/{$k}.mp3");
$l="/var/www/{$k}.wav";
$m=fopen($l,"r");
$n[]=fread($m,4);
$n[]=bin2hex(fread($m,4));
$n[]=fread($m,4);
$n[]=fread($m,4);
$n[]=bin2hex(fread($m,4));
$n[]=bin2hex(fread($m,2));
$n[]=bin2hex(fread($m,2));
$n[]=bin2hex(fread($m,4));
$n[]=bin2hex(fread($m,4));
$n[]=bin2hex(fread($m,2));
$n[]=bin2hex(fread($m,2));
$n[]=fread($m,4);
$n[]=bin2hex(fread($m,4));
$o=hexdec(substr($n[10],0,2));
$p=$o/8;
$q=hexdec(substr($n[6],0,2));
if($q==2){$r=40;}else{$r=80;};
while(!feof($m)){
$t=array();
for($i=0;$i<$p;$i++){
$t[$i]=fgetc($m);
};
switch($p){
case 1:$s[]=n($t[0],$t[1]);break;
case 2:if(ord($t[1])&128){$u=0;}else{$u=128;};$u=chr((ord($t[1])&127)+$u);$s[]= floor(n($t[0],$u)/256);break;
};
fread($m,$r);
};
fclose($m);
unlink("/var/www/{$k}.wav");
$x=imagecreatetruecolor(sizeof($s)/d,$c);
imagealphablending($x,false);
imagesavealpha($x,true);
$y=imagecolorallocatealpha($x,255,255,255,127);
imagefilledrectangle($x,0,0,sizeof($s)/d,$c,$y);
for($d=0;$d<sizeof($s);$d+=d){
$v=(int)($s[$d]/255*$c);
imageline($x,$d/d,0+($c-$v),$d/d,$c-($c-$v),imagecolorallocate($x,255,0,255));
};
$z=imagecreatetruecolor($b,$c);
imagealphablending($z,false);
imagesavealpha($z,true);
imagefilledrectangle($z,0,0,$b,$c,$y);
imagecopyresampled($z,$x,0,0,0,0,$b,$c,sizeof($s)/d,$c);
imagepng($z,realpath($a).".png");
header("Content-Type: image/png");
imagepng($z);
imagedestroy($z);
};
}else{
echo $a;
};
?>
The script works... but you are limited to a max image size of 4k pixels.
该脚本有效......但您的最大图像大小限制为 4k 像素。
so you have not a nice waveform if it should rappresent only some milliseconds.
所以如果它应该只有几毫秒,你就没有一个很好的波形。
What do i need to store/create a realtime waveform like the traktors app or this php script? btw the traktor has also a colored waveform(the php script not).
我需要什么来存储/创建像 traktors 应用程序或这个 php 脚本这样的实时波形?顺便说一句,拖拉机也有一个彩色波形(php 脚本没有)。
EDIT
编辑
I rewrote your script that it fits my idea... it's relatively fast.
我重写了你的脚本,它符合我的想法......它相对较快。
As you can see inside the function createArray i push the various lines into an object with the key as x coordinate.
正如您在函数 createArray 中看到的那样,我将各种线推入一个对象,键为 x 坐标。
I'm simply taking the the highest number.
我只是取最高的数字。
here is where we could play with the colors.
这是我们可以玩颜色的地方。
var ajaxB,AC,B,LC,op,x,y,ARRAY={},W=1024,H=256;
var aMax=Math.max.apply.bind(Math.max, Math);
function error(a){
console.log(a);
};
function createDrawing(){
console.log('drawingArray');
var C=document.createElement('canvas');
C.width=W;
C.height=H;
document.body.appendChild(C);
var context=C.getContext('2d');
context.save();
context.strokeStyle='#121';
context.globalCompositeOperation='lighter';
L2=W*1;
while(L2--){
context.beginPath();
context.moveTo(L2,0);
context.lineTo(L2+1,ARRAY[L2]);
context.stroke();
}
context.restore();
};
function createArray(a){
console.log('creatingArray');
B=a;
LC=B.getChannelData(0);// Float32Array describing left channel
L=LC.length;
op=W/L;
for(var i=0;i<L;i++){
x=W*i/L|0;
y=LC[i]*H/2;
if(ARRAY[x]){
ARRAY[x].push(y)
}else{
!ARRAY[x-1]||(ARRAY[x-1]=aMax(ARRAY[x-1]));
// the above line contains an array of values
// which could be converted to a color
// or just simply create a gradient
// based on avg max min (frequency???) whatever
ARRAY[x]=[y]
}
};
createDrawing();
};
function decode(){
console.log('decodingMusic');
AC=new webkitAudioContext
AC.decodeAudioData(this.response,createArray,error);
};
function loadMusic(url){
console.log('loadingMusic');
ajaxB=new XMLHttpRequest;
ajaxB.open('GET',url);
ajaxB.responseType='arraybuffer';
ajaxB.onload=decode;
ajaxB.send();
}
loadMusic('AudioOrVideo.mp4');
回答by GameAlchemist
Ok, so what i would do is to load the sound with an XMLHttpRequest, then decode it using webaudio, then display it 'carefully' to have the colors you are searching for.
好的,所以我要做的是使用 XMLHttpRequest 加载声音,然后使用 webaudio 对其进行解码,然后“小心地”显示它以获得您正在搜索的颜色。
I just made a quick version, copy-pasting from various of my projects, it is quite working, as you might see with this picture :
我刚刚制作了一个快速版本,从我的各种项目中复制粘贴,它非常有效,正如您在这张图片中看到的:
The issue is that it is slow as hell. To have (more) decent speed, you'll have to do some computation to reduce the number of lines to draw on the canvas, because at 441000 Hz, you very quickly get too many lines to draw.
问题是它慢得要命。为了获得(更高)不错的速度,您必须进行一些计算以减少要在画布上绘制的线数,因为在 441000 Hz 时,您很快就会得到太多要绘制的线。
// AUDIO CONTEXT
window.AudioContext = window.AudioContext || window.webkitAudioContext ;
if (!AudioContext) alert('This site cannot be run in your Browser. Try a recent Chrome or Firefox. ');
var audioContext = new AudioContext();
var currentBuffer = null;
// CANVAS
var canvasWidth = 512, canvasHeight = 120 ;
var newCanvas = createCanvas (canvasWidth, canvasHeight);
var context = null;
window.onload = appendCanvas;
function appendCanvas() { document.body.appendChild(newCanvas);
context = newCanvas.getContext('2d'); }
// MUSIC LOADER + DECODE
function loadMusic(url) {
var req = new XMLHttpRequest();
req.open( "GET", url, true );
req.responseType = "arraybuffer";
req.onreadystatechange = function (e) {
if (req.readyState == 4) {
if(req.status == 200)
audioContext.decodeAudioData(req.response,
function(buffer) {
currentBuffer = buffer;
displayBuffer(buffer);
}, onDecodeError);
else
alert('error during the load.Wrong url or cross origin issue');
}
} ;
req.send();
}
function onDecodeError() { alert('error while decoding your file.'); }
// MUSIC DISPLAY
function displayBuffer(buff /* is an AudioBuffer */) {
var leftChannel = buff.getChannelData(0); // Float32Array describing left channel
var lineOpacity = canvasWidth / leftChannel.length ;
context.save();
context.fillStyle = '#222' ;
context.fillRect(0,0,canvasWidth,canvasHeight );
context.strokeStyle = '#121';
context.globalCompositeOperation = 'lighter';
context.translate(0,canvasHeight / 2);
context.globalAlpha = 0.06 ; // lineOpacity ;
for (var i=0; i< leftChannel.length; i++) {
// on which line do we get ?
var x = Math.floor ( canvasWidth * i / leftChannel.length ) ;
var y = leftChannel[i] * canvasHeight / 2 ;
context.beginPath();
context.moveTo( x , 0 );
context.lineTo( x+1, y );
context.stroke();
}
context.restore();
console.log('done');
}
function createCanvas ( w, h ) {
var newCanvas = document.createElement('canvas');
newCanvas.width = w; newCanvas.height = h;
return newCanvas;
};
loadMusic('could_be_better.mp3');
Edit : The issue here is that we have too much data to draw. Take a 3 minutes mp3, you'll have 3*60*44100 = about 8.000.000 line to draw. On a display that has, say, 1024 px resolution, that makes 8.000 lines per pixel...
In the code above, the canvas is doing the 'resampling', by drawing lines with low-opacity and in 'ligther' composition mode (e.g. pixel's r,g,b will add-up).
To speed-up things, you have to re-sample by yourself, but to get some colors, it's not just a down-sampling, you'll have to handle a set (within a performance array most probably) of 'buckets', one for each horizontal pixel (so, say 1024), and in every bucket you compute the cumulated sound pressure, the variance, min, max and then, at display time, you decide how you will render that with colors.
For instance :
values between 0 positiveMin are very clear. (any sample is below that point).
values between positiveMin and positiveAverage - variance are darker,
values between positiveAverage - variance and positiveAverage + variance are darker,
and values between positiveAverage+variance and positiveMax lighter .
(same for negative values)
That makes 5 colors for each bucket, and it's still quite some work, for you to code and for the browser to compute.
I don't know if the performance could get decent with this, but i fear the statistics accuracy and the color coding of the software you mention can't be reached on a browser (obviously not in real-time), and that you'll have to make some compromises.
编辑:这里的问题是我们有太多的数据要绘制。播放 3 分钟的 mp3,您将有 3*60*44100 = 大约 8.000.000 条线可以绘制。在分辨率为 1024 px 的显示器上,每像素生成 8.000 行...
在上面的代码中,画布正在执行“重新采样”,通过绘制具有低不透明度和“更轻”组合模式的线条(例如像素的 r,g,b 将相加)。
为了加快速度,您必须自己重新采样,但要获得一些颜色,这不仅仅是下采样,您还必须处理一组(最有可能在性能数组中)“桶”,每个水平像素(例如 1024)一个,在每个桶中计算累积声压、方差、最小值、最大值,然后在显示时决定如何用颜色渲染它。
0 positiveMin 之间的值非常清楚。(任何样本都低于该点)。
positiveMin 和 positiveAverage - 方差
之间的值较暗,positiveAverage - 方差和 positiveAverage + 方差
之间的值较暗,positiveAverage+variance 和 positiveMax 之间的值较亮。
(负值相同)这为每个桶生成了 5 种颜色,但仍然需要大量工作,供您编写代码和供浏览器计算。
我不知道这样性能是否会变得不错,但我担心您提到的软件的统计准确性和颜色编码无法在浏览器上达到(显然不是实时的),而且您必须做出一些妥协。
Edit 2 :
I tried to get some colors out of stats but it quite failed. My guess, now, is that the guys at tracktor also change color depending on frequency.... quite some work here....
编辑 2:
我试图从统计数据中获取一些颜色,但它完全失败了。我现在的猜测是,tracktor 的人也会根据频率改变颜色......这里有很多工作......
Anyway, just for the record, the code for an average / mean variation follows.
(variance was too low, i had to use mean variation).
无论如何,只是为了记录,平均/平均变化的代码如下。
(方差太低,我不得不使用平均方差)。
// MUSIC DISPLAY
function displayBuffer2(buff /* is an AudioBuffer */) {
var leftChannel = buff.getChannelData(0); // Float32Array describing left channel
// we 'resample' with cumul, count, variance
// Offset 0 : PositiveCumul 1: PositiveCount 2: PositiveVariance
// 3 : NegativeCumul 4: NegativeCount 5: NegativeVariance
// that makes 6 data per bucket
var resampled = new Float64Array(canvasWidth * 6 );
var i=0, j=0, buckIndex = 0;
var min=1e3, max=-1e3;
var thisValue=0, res=0;
var sampleCount = leftChannel.length;
// first pass for mean
for (i=0; i<sampleCount; i++) {
// in which bucket do we fall ?
buckIndex = 0 | ( canvasWidth * i / sampleCount );
buckIndex *= 6;
// positive or negative ?
thisValue = leftChannel[i];
if (thisValue>0) {
resampled[buckIndex ] += thisValue;
resampled[buckIndex + 1] +=1;
} else if (thisValue<0) {
resampled[buckIndex + 3] += thisValue;
resampled[buckIndex + 4] +=1;
}
if (thisValue<min) min=thisValue;
if (thisValue>max) max = thisValue;
}
// compute mean now
for (i=0, j=0; i<canvasWidth; i++, j+=6) {
if (resampled[j+1] != 0) {
resampled[j] /= resampled[j+1]; ;
}
if (resampled[j+4]!= 0) {
resampled[j+3] /= resampled[j+4];
}
}
// second pass for mean variation ( variance is too low)
for (i=0; i<leftChannel.length; i++) {
// in which bucket do we fall ?
buckIndex = 0 | (canvasWidth * i / leftChannel.length );
buckIndex *= 6;
// positive or negative ?
thisValue = leftChannel[i];
if (thisValue>0) {
resampled[buckIndex + 2] += Math.abs( resampled[buckIndex] - thisValue );
} else if (thisValue<0) {
resampled[buckIndex + 5] += Math.abs( resampled[buckIndex + 3] - thisValue );
}
}
// compute mean variation/variance now
for (i=0, j=0; i<canvasWidth; i++, j+=6) {
if (resampled[j+1]) resampled[j+2] /= resampled[j+1];
if (resampled[j+4]) resampled[j+5] /= resampled[j+4];
}
context.save();
context.fillStyle = '#000' ;
context.fillRect(0,0,canvasWidth,canvasHeight );
context.translate(0.5,canvasHeight / 2);
context.scale(1, 200);
for (var i=0; i< canvasWidth; i++) {
j=i*6;
// draw from positiveAvg - variance to negativeAvg - variance
context.strokeStyle = '#F00';
context.beginPath();
context.moveTo( i , (resampled[j] - resampled[j+2] ));
context.lineTo( i , (resampled[j +3] + resampled[j+5] ) );
context.stroke();
// draw from positiveAvg - variance to positiveAvg + variance
context.strokeStyle = '#FFF';
context.beginPath();
context.moveTo( i , (resampled[j] - resampled[j+2] ));
context.lineTo( i , (resampled[j] + resampled[j+2] ) );
context.stroke();
// draw from negativeAvg + variance to negativeAvg - variance
// context.strokeStyle = '#FFF';
context.beginPath();
context.moveTo( i , (resampled[j+3] + resampled[j+5] ));
context.lineTo( i , (resampled[j+3] - resampled[j+5] ) );
context.stroke();
}
context.restore();
console.log('done 231 iyi');
}
回答by lingeshram
Hi was also facing loading time issue. Just i have controlled that by reducing number of lines want to draw and little canvas function call placement. see following code for your reference.
您好还面临加载时间问题。只是我通过减少要绘制的线数和很少的画布函数调用位置来控制它。请参阅以下代码供您参考。
// AUDIO CONTEXT
window.AudioContext = (window.AudioContext ||
window.webkitAudioContext ||
window.mozAudioContext ||
window.oAudioContext ||
window.msAudioContext);
if (!AudioContext) alert('This site cannot be run in your Browser. Try a recent Chrome or Firefox. ');
var audioContext = new AudioContext();
var currentBuffer = null;
// CANVAS
var canvasWidth = window.innerWidth, canvasHeight = 120 ;
var newCanvas = createCanvas (canvasWidth, canvasHeight);
var context = null;
window.onload = appendCanvas;
function appendCanvas() { document.body.appendChild(newCanvas);
context = newCanvas.getContext('2d'); }
// MUSIC LOADER + DECODE
function loadMusic(url) {
var req = new XMLHttpRequest();
req.open( "GET", url, true );
req.responseType = "arraybuffer";
req.onreadystatechange = function (e) {
if (req.readyState == 4) {
if(req.status == 200)
audioContext.decodeAudioData(req.response,
function(buffer) {
currentBuffer = buffer;
displayBuffer(buffer);
}, onDecodeError);
else
alert('error during the load.Wrong url or cross origin issue');
}
} ;
req.send();
}
function onDecodeError() { alert('error while decoding your file.'); }
// MUSIC DISPLAY
function displayBuffer(buff /* is an AudioBuffer */) {
var drawLines = 500;
var leftChannel = buff.getChannelData(0); // Float32Array describing left channel
var lineOpacity = canvasWidth / leftChannel.length ;
context.save();
context.fillStyle = '#080808' ;
context.fillRect(0,0,canvasWidth,canvasHeight );
context.strokeStyle = '#46a0ba';
context.globalCompositeOperation = 'lighter';
context.translate(0,canvasHeight / 2);
//context.globalAlpha = 0.6 ; // lineOpacity ;
context.lineWidth=1;
var totallength = leftChannel.length;
var eachBlock = Math.floor(totallength / drawLines);
var lineGap = (canvasWidth/drawLines);
context.beginPath();
for(var i=0;i<=drawLines;i++){
var audioBuffKey = Math.floor(eachBlock * i);
var x = i*lineGap;
var y = leftChannel[audioBuffKey] * canvasHeight / 2;
context.moveTo( x, y );
context.lineTo( x, (y*-1) );
}
context.stroke();
context.restore();
}
function createCanvas ( w, h ) {
var newCanvas = document.createElement('canvas');
newCanvas.width = w; newCanvas.height = h;
return newCanvas;
};
loadMusic('could_be_better.mp3');
回答by Ranjit kumar
// AUDIO CONTEXT
window.AudioContext = (window.AudioContext ||
window.webkitAudioContext ||
window.mozAudioContext ||
window.oAudioContext ||
window.msAudioContext);
if (!AudioContext) alert('This site cannot be run in your Browser. Try a recent Chrome or Firefox. ');
var audioContext = new AudioContext();
var currentBuffer = null;
// CANVAS
var canvasWidth = window.innerWidth, canvasHeight = 120 ;
var newCanvas = createCanvas (canvasWidth, canvasHeight);
var context = null;
window.onload = appendCanvas;
function appendCanvas() { document.body.appendChild(newCanvas);
context = newCanvas.getContext('2d'); }
// MUSIC LOADER + DECODE
function loadMusic(url) {
var req = new XMLHttpRequest();
req.open( "GET", url, true );
req.responseType = "arraybuffer";
req.onreadystatechange = function (e) {
if (req.readyState == 4) {
if(req.status == 200)
audioContext.decodeAudioData(req.response,
function(buffer) {
currentBuffer = buffer;
displayBuffer(buffer);
}, onDecodeError);
else
alert('error during the load.Wrong url or cross origin issue');
}
} ;
req.send();
}
function onDecodeError() { alert('error while decoding your file.'); }
// MUSIC DISPLAY
function displayBuffer(buff /* is an AudioBuffer */) {
var drawLines = 500;
var leftChannel = buff.getChannelData(0); // Float32Array describing left channel
var lineOpacity = canvasWidth / leftChannel.length ;
context.save();
context.fillStyle = '#080808' ;
context.fillRect(0,0,canvasWidth,canvasHeight );
context.strokeStyle = '#46a0ba';
context.globalCompositeOperation = 'lighter';
context.translate(0,canvasHeight / 2);
//context.globalAlpha = 0.6 ; // lineOpacity ;
context.lineWidth=1;
var totallength = leftChannel.length;
var eachBlock = Math.floor(totallength / drawLines);
var lineGap = (canvasWidth/drawLines);
context.beginPath();
for(var i=0;i<=drawLines;i++){
var audioBuffKey = Math.floor(eachBlock * i);
var x = i*lineGap;
var y = leftChannel[audioBuffKey] * canvasHeight / 2;
context.moveTo( x, y );
context.lineTo( x, (y*-1) );
}
context.stroke();
context.restore();
}
function createCanvas ( w, h ) {
var newCanvas = document.createElement('canvas');
newCanvas.width = w; newCanvas.height = h;
return newCanvas;
};
loadMusic('https://raw.githubusercontent.com/katspaugh/wavesurfer.js/master/example/media/demo.wav');