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<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/html">
<head>
<title>Loading and playing a sound with the Web Audio API</title>
<script type="text/javascript" src="jquery-1.8.0.min.js"></script>
<style>
* {
font-family: sans-serif;
}
</style>
<script type="text/javascript">
var _gaq = _gaq || [];
_gaq.push(['_setAccount', 'UA-19067049-1']);
_gaq.push(['_trackPageview']);
(function() {
var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true;
ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js';
var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s);
})();
</script>
</head>
<body>
<h2>Music will start playing automatically, when loaded</h2>
<p> For more information on how this is done look at <a href="http://www.smartjava.org/content/exploring-html5-web-audio-visualizing-sound">this article.</a>.
</p>
<canvas id="canvas" width="60" height="130" style="display: block;"></canvas>
<script type="text/javascript">
// create the audio context (chrome only for now)
// create the audio context (chrome only for now)
if (! window.AudioContext) {
if (! window.webkitAudioContext) {
alert('no audiocontext found');
}
window.AudioContext = window.webkitAudioContext;
}
var context = new AudioContext();
var audioBuffer;
var sourceNode;
var splitter;
var analyser, analyser2;
var javascriptNode;
// get the context from the canvas to draw on
var ctx = $("#canvas").get()[0].getContext("2d");
// create a gradient for the fill. Note the strange
// offset, since the gradient is calculated based on
// the canvas, not the specific element we draw
var gradient = ctx.createLinearGradient(0,0,0,130);
gradient.addColorStop(1,'#000000');
gradient.addColorStop(0.75,'#ff0000');
gradient.addColorStop(0.25,'#ffff00');
gradient.addColorStop(0,'#ffffff');
// load the sound
setupAudioNodes();
loadSound("wagner-short.ogg");
function setupAudioNodes() {
// setup a javascript node
javascriptNode = context.createScriptProcessor(2048, 1, 1);
// connect to destination, else it isn't called
javascriptNode.connect(context.destination);
// setup a analyzer
analyser = context.createAnalyser();
analyser.smoothingTimeConstant = 0.3;
analyser.fftSize = 1024;
analyser2 = context.createAnalyser();
analyser2.smoothingTimeConstant = 0.0;
analyser2.fftSize = 1024;
// create a buffer source node
sourceNode = context.createBufferSource();
splitter = context.createChannelSplitter();
// connect the source to the analyser and the splitter
sourceNode.connect(splitter);
// connect one of the outputs from the splitter to
// the analyser
splitter.connect(analyser,0,0);
splitter.connect(analyser2,1,0);
// connect the splitter to the javascriptnode
// we use the javascript node to draw at a
// specific interval.
analyser.connect(javascriptNode);
// splitter.connect(context.destination,0,0);
// splitter.connect(context.destination,0,1);
// and connect to destination
sourceNode.connect(context.destination);
}
// load the specified sound
function loadSound(url) {
var request = new XMLHttpRequest();
request.open('GET', url, true);
request.responseType = 'arraybuffer';
// When loaded decode the data
request.onload = function() {
// decode the data
context.decodeAudioData(request.response, function(buffer) {
// when the audio is decoded play the sound
playSound(buffer);
}, onError);
}
request.send();
}
function playSound(buffer) {
sourceNode.buffer = buffer;
sourceNode.start(0);
}
// log if an error occurs
function onError(e) {
console.log(e);
}
// when the javascript node is called
// we use information from the analyzer node
// to draw the volume
javascriptNode.onaudioprocess = function() {
// get the average for the first channel
var array = new Uint8Array(analyser.frequencyBinCount);
analyser.getByteFrequencyData(array);
var average = getAverageVolume(array);
// get the average for the second channel
var array2 = new Uint8Array(analyser2.frequencyBinCount);
analyser2.getByteFrequencyData(array2);
var average2 = getAverageVolume(array2);
// clear the current state
ctx.clearRect(0, 0, 60, 130);
// set the fill style
ctx.fillStyle=gradient;
// create the meters
ctx.fillRect(0,130-average,25,130);
ctx.fillRect(30,130-average2,25,130);
}
function getAverageVolume(array) {
var values = 0;
var average;
var length = array.length;
// get all the frequency amplitudes
for (var i = 0; i < length; i++) {
values += array[i];
}
average = values / length;
return average;
}
</script>
</body>
</html>