function PCMPlayer(option) { this.init(option); } PCMPlayer.prototype.init = function(option) { var defaults = { encoding: '16bitInt', channels: 1, sampleRate: 8000, flushingTime: 1000 }; this.option = Object.assign({}, defaults, option); this.samples = new Float32Array(); this.flush = this.flush.bind(this); this.interval = setInterval(this.flush, this.option.flushingTime); this.maxValue = this.getMaxValue(); this.typedArray = this.getTypedArray(); this.createContext(); }; PCMPlayer.prototype.getMaxValue = function () { var encodings = { '8bitInt': 128, '16bitInt': 32768, '32bitInt': 2147483648, '32bitFloat': 1 } return encodings[this.option.encoding] ? encodings[this.option.encoding] : encodings['16bitInt']; }; PCMPlayer.prototype.getTypedArray = function () { var typedArrays = { '8bitInt': Int8Array, '16bitInt': Int16Array, '32bitInt': Int32Array, '32bitFloat': Float32Array } return typedArrays[this.option.encoding] ? typedArrays[this.option.encoding] : typedArrays['16bitInt']; }; PCMPlayer.prototype.createContext = function() { this.audioCtx = new (window.AudioContext || window.webkitAudioContext)(); // context needs to be resumed on iOS and Safari (or it will stay in "suspended" state) this.audioCtx.resume(); this.audioCtx.onstatechange = () => console.log(this.audioCtx.state); // if you want to see "Running" state in console and be happy about it this.gainNode = this.audioCtx.createGain(); this.gainNode.gain.value = 1; this.gainNode.connect(this.audioCtx.destination); this.startTime = this.audioCtx.currentTime; }; PCMPlayer.prototype.isTypedArray = function(data) { return (data.byteLength && data.buffer && data.buffer.constructor == ArrayBuffer); }; PCMPlayer.prototype.feed = function(data) { if (!this.isTypedArray(data)) return; data = this.getFormatedValue(data); var tmp = new Float32Array(this.samples.length + data.length); tmp.set(this.samples, 0); tmp.set(data, this.samples.length); this.samples = tmp; }; PCMPlayer.prototype.getFormatedValue = function(data) { var data = new this.typedArray(data.buffer), float32 = new Float32Array(data.length), i; for (i = 0; i < data.length; i++) { float32[i] = data[i] / this.maxValue; } return float32; }; PCMPlayer.prototype.volume = function(volume) { this.gainNode.gain.value = volume; }; PCMPlayer.prototype.destroy = function() { if (this.interval) { clearInterval(this.interval); } this.samples = null; this.audioCtx.close(); this.audioCtx = null; }; PCMPlayer.prototype.flush = function() { if (!this.samples.length) return; var bufferSource = this.audioCtx.createBufferSource(), length = this.samples.length / this.option.channels, audioBuffer = this.audioCtx.createBuffer(this.option.channels, length, this.option.sampleRate), audioData, channel, offset, i, decrement; for (channel = 0; channel < this.option.channels; channel++) { audioData = audioBuffer.getChannelData(channel); offset = channel; decrement = 50; for (i = 0; i < length; i++) { audioData[i] = this.samples[offset]; /* fadein */ if (i < 50) { audioData[i] = (audioData[i] * i) / 50; } /* fadeout*/ if (i >= (length - 51)) { audioData[i] = (audioData[i] * decrement--) / 50; } offset += this.option.channels; } } if (this.startTime < this.audioCtx.currentTime) { this.startTime = this.audioCtx.currentTime; } console.log('start vs current '+this.startTime+' vs '+this.audioCtx.currentTime+' duration: '+audioBuffer.duration); bufferSource.buffer = audioBuffer; bufferSource.connect(this.gainNode); bufferSource.start(this.startTime); this.startTime += audioBuffer.duration; this.samples = new Float32Array(); };