Heretic86 Posted April 21, 2021 Share Posted April 21, 2021 I've been playing around with the Web Audio API to create sound effects, background music and sound for games. I can adjust playbackRate to adjust the pitch of audio by disabling Preserves Pitch property (true by default) as an HTML5 Audio Object. var bgm = new Audio(); bgm.source = "somefile.php?bgmId=1"; bgm.mozPreservesPitch = false; bgm.webkitPreservesPitch = false; Trouble is that is HTML5 not the Web Audio API. So I needed to throw in some Web Audio API components. First thing I thought I would try was the Spectrum Analyzer. That wasnt difficult. It draws to a Canvas, shows some pretty bars that represent tones, but once I did that, I can no longer adjust the playbackRate of whatever my audio file is, at least in Firefox. It works in Chrome but not Firefox and it needs to work in both. I dont think it is a Firefox bug, but rather the way I am connecting each Audio API node to each other. function setupAudio(){ aCtx = new (window.AudioContext || window.webkitAudioContext)(); audio_source = aCtx.createMediaElementSource(audio); audio_filter = aCtx.createBiquadFilter(); audio_source.connect(audio_filter); audio_filter.type = 'allpass'; audio_filter.detune.value = -1200; } function playBGM(e){ stopBGM(e); if (!selectedBgm) return; let el = document.getElementById(selectedBgm), s = selectedBgm.substr(0,4); let asset_id = (s == 'user') ? el.dataset.user_bgm : (s == 'team') ? el.dataset.team_bgm : el.dataset.game_bgm; if (asset_id != ''){ audio.oncanplay = function(){ audio.volume = volume.value / 100.0; audio.playbackRate = pitch.value / 100.0; seekSlider.disabled = false; audio.play(); audio_filter.detune.value = -1200; console.log(audio_source.mediaElement.playbackRate); } audio.ontimeupdate = function(){ if (audio.duration != Infinity && audio.duration.toString() != "NaN"){ seekSlider.value = audio.currentTime * (100 / audio.duration); currentTime.innerHTML = Math.floor(audio.currentTime / 60) + ":" + ("0" + Math.floor(audio.currentTime) % 60).slice(-2); totalTime.innerHTML = Math.floor(Math.ceil(audio.duration) / 60) + ":" + ("0" + Math.ceil(audio.duration) % 60).slice(-2); } } playingName.innerHTML = el.dataset.name; audio.preload = "metadata"; audio.preservesPitch = false; audio.mozPreservesPitch = false; audio.webkitPreservesPitch = false; audio.loop = true; audio.src = "load_game_asset.php?game_id=" + game_id + "&asset_id=" + asset_id; } } function setupGraph(){ graph.width = 222; graph.height = 20; ctx = graph.getContext('2d'); analyzer = aCtx.createAnalyser(); analyzer.fftSize = 256; audio_filter.connect(analyzer); analyzer.connect(aCtx.destination); graphAnimator(); } function graphAnimator(){ requestAnimationFrame(graphAnimator); let fbc_array = new Uint8Array(analyzer.frequencyBinCount); analyzer.getByteFrequencyData(fbc_array); ctx.clearRect(0, 0, graph.width, graph.height); ctx.fillStyle = "#00FFAA"; for (let i = 0; i < 256; i++){ let x = i * 2; let h = -(fbc_array[i] / 12); ctx.fillRect(x, 20, 1, h); } } I might throw in more questions later, what I really want to do is adjust the Pitch without the playbackRate, but so far, I want to get playbackRate working also... What exactly am I doing wrong here? Do you guys have a lot of experience with the Web Audio API? Quote Link to comment Share on other sites More sharing options...
Heretic86 Posted October 9, 2021 Author Share Posted October 9, 2021 Boy, you guys sure did a great job of helping me out on this. Thanks for nothing. Quote Link to comment Share on other sites More sharing options...
PhedraSigourney Posted December 16, 2021 Share Posted December 16, 2021 It's great with free and reputable music playlists. Quote Link to comment Share on other sites More sharing options...
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