如何使用Javascript编写音频可视化工具



我正在尝试编写这个特定的音频可视化:https://codepen.io/nfj525/pen/rVBaab .

我很挣扎,因为我希望通过单击音频的播放按钮来运行代码,而不是像示例中那样上传音频文件。我想使用我自己预先存在的音频并播放它,而不必上传文件。我是编码新手,我不确定如何编辑 javascript 来做到这一点。

这是我在我想播放的音频中添加的html,"歌曲.mp3">

<div id="content">
<input type="file" id="thefile" accept="audio/*" />
<canvas id="canvas"></canvas>
<audio src="song.mp3" id="audio" controls></audio>
</div>

这是它的 JS

window.onload = function() {
var file = document.getElementById("thefile");
var audio = document.getElementById("audio");
file.onchange = function() {
var files = this.files;
audio.src = URL.createObjectURL(files[0]);
audio.load();
audio.play();
var context = new AudioContext();
var src = context.createMediaElementSource(audio);
var analyser = context.createAnalyser();
var canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var ctx = canvas.getContext("2d");
src.connect(analyser);
analyser.connect(context.destination);
analyser.fftSize = 256;
var bufferLength = analyser.frequencyBinCount;
console.log(bufferLength);
var dataArray = new Uint8Array(bufferLength);
var WIDTH = canvas.width;
var HEIGHT = canvas.height;
var barWidth = (WIDTH / bufferLength) * 2.5;
var barHeight;
var x = 0;
function renderFrame() {
requestAnimationFrame(renderFrame);
x = 0;
analyser.getByteFrequencyData(dataArray);
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, WIDTH, HEIGHT);
for (var i = 0; i < bufferLength; i++) {
barHeight = dataArray[i];
var r = barHeight + (25 * (i/bufferLength));
var g = 250 * (i/bufferLength);
var b = 50;
ctx.fillStyle = "rgb(" + r + "," + g + "," + b + ")";
ctx.fillRect(x, HEIGHT - barHeight, barWidth, barHeight);
x += barWidth + 1;
}
}
audio.play();
renderFrame();
};
};

因此,为此,您不再需要html中的文件输入元素,因此您的第一部分变为:

<div id="content">
<canvas id="canvas"></canvas>
<audio src="song.mp3" id="audio" controls></audio>
</div>

至于Javascript,还有更多的工作。总之,我们将提取并命名实际完成整个工作的函数,然后在window.onload事件上调用它。因此,您的脚本部分应如下所示:

<script>
function playAudio() {
var audio = document.getElementById("audio");
// var files = this.files;  // not needed
// audio.src = URL.createObjectURL(files[0]);  // not needed
audio.load();
audio.play();
var context = new AudioContext();
var src = context.createMediaElementSource(audio);
var analyser = context.createAnalyser();
var canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var ctx = canvas.getContext("2d");
src.connect(analyser);
analyser.connect(context.destination);
analyser.fftSize = 256;
var bufferLength = analyser.frequencyBinCount;
console.log(bufferLength);
var dataArray = new Uint8Array(bufferLength);
var WIDTH = canvas.width;
var HEIGHT = canvas.height;
var barWidth = WIDTH / bufferLength * 2.5;
var barHeight;
var x = 0;
function renderFrame() {
requestAnimationFrame(renderFrame);
x = 0;
analyser.getByteFrequencyData(dataArray);
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, WIDTH, HEIGHT);
for (var i = 0; i < bufferLength; i++) {
barHeight = dataArray[i];
var r = barHeight + 25 * (i / bufferLength);
var g = 250 * (i / bufferLength);
var b = 50;
ctx.fillStyle = "rgb(" + r + "," + g + "," + b + ")";
ctx.fillRect(x, HEIGHT - barHeight, barWidth, barHeight);
x += barWidth + 1;
}
}
audio.play();
renderFrame();
};
window.onload = function () {
// start playing audio once the page is fully loaded
playAudio();
};
</script>

请注意,这必须托管在某个服务器上。

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