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JavaScript

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();
};