克隆音频信号源,而无需重新下载 [英] Cloning audio source without having to download it again

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问题描述

我在浏览器中使用JavaScript创建钢琴。为了让我的是同一个键多次同时播放,而不是只播放音频的对象,我克隆它,玩克隆,否则我将不得不等待音频完成或重新启动它,这我不不想。

我做了这样的事情:

  VAR audioSrc =新的音频(路径/');
window.onkey preSS =函数(事件){
    变种currentAudioSrc = audioSrc.cloneNode();
    currentAudioSrc.play();
}

问题是,我检查铬的检验,而且我注意到,每一次我克隆对象时,浏览器重新下载

我查了一些人谁想要实现类似的东西,发现他们大多有我这样做,他们重新下载该文件同样的问题。唯一的例子,我发现可以多次播放同一音源同时是SoundJs http://www.createjs.com/ SoundJS

我试过检查来源可能,但无法弄清楚它是怎么做。任何想法?



解决方案

随着webAudioAPI你可以做这样的事情:


  • 下载一次通过XMLHtt prequest文件。

  • 追加响应缓冲

  • 创建一个新的bufferSource并发挥它在每次调用

  • 退回到您的首次实施,如果不支持webAudioAPI(IE)

\r
\r

window.AudioContext = window.AudioContext || window.webkitAudioContext;\r
如果(!window.AudioContext)\r
  yourFirstImplementation();\r
其他{\r
VAR缓冲,\r
CTX =新AudioContext()\r
gainNode = ctx.createGain();\r
gainNode.connect(ctx.destination);\r
VAR体积= document.querySelector('输入');\r
vol.value = gainNode.gain.value;\r
vol.addEventListener('变',函数(){\r
    gainNode.gain.value = THIS.VALUE;\r
  },FALSE);\r
\r
功能createBuffer(){\r
  ctx.de codeAudioData(this.response,功能(B){\r
    缓冲= B;\r
    },功能(E){console.warn(五)});\r
  VAR键= document.querySelector('按钮');\r
  button.addEventListener('点击',功能(){playSound(缓冲)});\r
  button.className ='准备好';\r
  }\r
\r
var文件='https://dl.dropboxusercontent.com/s/agepbh2agnduknz/camera.mp3',\r
XHR =新XMLHtt prequest();\r
xhr.onload = createBuffer;\r
xhr.open(GET,文件,真正的);\r
xhr.responseType ='arraybuffer';\r
xhr.send();\r
\r
功能playSound(BUF){\r
  无功源= ctx.createBufferSource();\r
  source.buffer = BUF;\r
  source.connect(gainNode);\r
  source.onended =功能(){如果(this.stop)this.stop();如果(this.disconnect)this.disconnect();}\r
  source.start(0);\r
  }\r
}\r
\r
功能yourFirstImplementation(){\r
  警报('webAudioAPI的浏览器不支持');\r
  }

\r

按钮{不透明:0.2;}\r
button.ready {不透明度:1};

\r

<按钮和GT;玩< /按钮>\r
<输入类型=范围最大=10步=标题=卷/&GT01。

\r

\r
\r

I'm creating a piano in the browser using javascript. In order for me to play the same key multiple times simultaneously, instead of just playing the Audio object, I clone it and play the clone, otherwise I'd have to wait for the audio to finish or to restart it, which I don't want.

I've done something like this:

var audioSrc = new Audio('path/');
window.onkeypress = function(event) {
    var currentAudioSrc = audioSrc.cloneNode();
    currentAudioSrc.play();
}

The problem is, I was checking chrome's inspector, and I noticed that every time I clone the object, the browser download it again

I checked some people who wanted to achieve similar things, and noticed that most of them have the same problem that I do, they redownload the file. The only example I found that can play the same audio source multiple times simultaneously is SoundJs http://www.createjs.com/SoundJS

I tried checking the source could but couldn't figure out how it was done. Any idea?


解决方案

With the webAudioAPI you could do something like that :

  • Download once the file via XMLHttpRequest.
  • Append the response to a buffer
  • Create a new bufferSource and play it on each call
  • Fallback to your first implementation if webAudioAPI is not supported (IE)

window.AudioContext = window.AudioContext||window.webkitAudioContext;
if(!window.AudioContext)
  yourFirstImplementation();
else{
var buffer,
ctx = new AudioContext(),
gainNode = ctx.createGain();
gainNode.connect(ctx.destination);
var vol = document.querySelector('input');
vol.value = gainNode.gain.value;
vol.addEventListener('change', function(){
    gainNode.gain.value = this.value;
  }, false);

function createBuffer(){
  ctx.decodeAudioData(this.response, function(b) {
    buffer = b;
    }, function(e){console.warn(e)});
  var button = document.querySelector('button');
  button.addEventListener('click', function(){playSound(buffer)});
  button.className = 'ready';
  }

var file = 'https://dl.dropboxusercontent.com/s/agepbh2agnduknz/camera.mp3',
xhr = new XMLHttpRequest();
xhr.onload = createBuffer;
xhr.open('GET', file, true);
xhr.responseType = 'arraybuffer';
xhr.send();

function playSound(buf){
  var source = ctx.createBufferSource();
  source.buffer = buf;
  source.connect(gainNode);
  source.onended = function(){if(this.stop)this.stop(); if(this.disconnect)this.disconnect();}
  source.start(0);
  }
}

function yourFirstImplementation(){
  alert('webAudioAPI is not supported by your browser');
  }

button{opacity: .2;}
button.ready{opacity: 1};

<button>play</button>
<input type="range" max="5" step=".01" title="volume"/>

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