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filter audio using Web Audio Api


filter audio using Web Audio Api

By : Justin Greenough
Date : November 17 2020, 04:28 AM
With these it helps As @brybott said you can use: https://developer.mozilla.org/en-US/docs/Web/API/BiquadFilterNode for filtering the audio. I made a lib for Web Audio API which you could use to make this easier.
CrotchetJS
code :
<script src="Crotchet.js"></script>
<script>
   //CREATE A FILTER WITH ATTRIBUTES TYPE, FREQUENCY, GAIN and Q
   var filter = CROTCHET.createFilter("HIGHPASS", 6000, 20, 1000);
   CROTCHET.loadSounds(["file1.mp3"], ["sound"], filter);
   CROTCHET.play("sound");
</script>


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HTML5 Audio: How to Play only a Selected Portion of an Audio File (audio sprite)?

HTML5 Audio: How to Play only a Selected Portion of an Audio File (audio sprite)?


By : user3049084
Date : March 29 2020, 07:55 AM
hop of those help? I think there are a couple of problems here.
Firstly, you're adding an event listener every time the user clicks Play 1.
code :
if (currentTime >= 0.5) { ...
if (audio.currentTime >= 0.5) { ...
<audio id="sample" src="http://dl.dropbox.com/u/222645/click1sec.mp3" controls preload></audio>

<a href="javascript:playSegment(0.0, 0.5);">Play1</a>
<a href="javascript:playSegment(0.5);">Play2</a>

<script>
var audio = document.getElementById('sample');
var segmentEnd;

audio.addEventListener('timeupdate', function (){
    if (segmentEnd && audio.currentTime >= segmentEnd) {
        audio.pause();
    }   
    console.log(audio.currentTime);
}, false);

function playSegment(startTime, endTime){
    segmentEnd = endTime;
    audio.currentTime = startTime;
    audio.play();
}
</script>
Do I need to deal with Audio Units when I need custom audio effects or can I rely on Audio Queue Services?

Do I need to deal with Audio Units when I need custom audio effects or can I rely on Audio Queue Services?


By : Conor
Date : March 29 2020, 07:55 AM
seems to work fine From my personal - and sometimes painful - experience, I'd say use AudioQueue for streaming type applications. For anything else, use AudioUnit. The latter maybe lower level, but I didn't see much difference in complexity.
To be honest, AudioUnit seemed a lot more straightforward to work with.
Swift 3 Trying to pass audio path/audio file, to audio player VC

Swift 3 Trying to pass audio path/audio file, to audio player VC


By : Yakumo
Date : March 29 2020, 07:55 AM
fixed the issue. Will look into that further So currently the "model" you're using to back your tableview cells only contains the names of the songs. The proper way to do this would be to create a new class that will server as your model object.
For example:
code :
class SongModel {
    let name: String
    let imagePath: String
    let audioPath: String

    init(name: String, imagePath: String, audioPath: String) {
        self.name = name
        self.imagePath = imagePath
        self.audioPath = audioPath
    }
}
// Instead of:
// var names = ["Einstein", "DreamBig", "LionFearless", "MartinLutherKing"]    

var model = [SongModel]()
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {

    if segue.identifier == "showDetail" {

    let detailVC = segue.destination as! PlayerViewController

    let myIndexPath = self.tableView.indexPathForSelectedRow!
        // Pass reference to selected model object (youll have to add 
        // the property to the detailVC)
        detailVC.selectedSong = model[myIndexPath.row]
        // now your detail vc will have access to the model
    }
}
if let detailVC = segue.destination as? PlayerViewController {
   if let myIndexPath = self.tableView.indexPathForSelectedRow {
      detailVC.selectedSong = model[myIndexPath.row]
   }
}
When I append a silent audio (mp3) to an existing list of audio it garbles the final audio?

When I append a silent audio (mp3) to an existing list of audio it garbles the final audio?


By : user3659480
Date : March 29 2020, 07:55 AM
should help you out After several hours I have narrowed down the issue with the garbled audio to be the 2-seconds silence audio mp3 I am appending (I think I had produced it once with Wavelab) , The silent audio needs to match the parameters of the main audio:
code :
Stream #0:0: Audio: mp3, 24000 Hz, mono, fltp, 32 kb/s
ffmpeg -f lavfi -i anullsrc=r=24000:cl=mono -t 2 -b:a 32k -c:a libmp3lame SILENCE_2sec.MP3
Is there a library that abstracts Web Audio API and Mozilla Audio Data API for reading raw audio (MP3,ogg)

Is there a library that abstracts Web Audio API and Mozilla Audio Data API for reading raw audio (MP3,ogg)


By : William Shan
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , have a look at https://wiki.mozilla.org/Audio_Data_API#JavaScript_Audio_Libraries
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