Start running SpeechSynthesis API on my Android and Safari devices - javascript

I'm trying to make a web app with the SpeechSynthesis API to run my program after one click on start button and then start listening to the user on my Android and iOS devices. The user could speak anything to run the program. After that, I can play my audio files every three seconds. Below is my code so far. Is my logic wrong? I can't start my program after the click and hear any sound.
Another question is this SpeechSynthesis API could support Android and iOS devices, but when I saw some event such as 'soundstart event', it doesn't support Safari Mobile. What are their relationships? I got really confused. And the SpeechRecognition API only supports for Chrome browser but don't I need to user some event like soundstart?
Thank you for help in advance. I really appreciate it.
<p id="msg" align="center"></p>
<script>
var utterance = new SpeechSynthesisUtterance("Hello");
//window.speechSynthesis.speak(utterance);
var supportMsg = document.getElementById('msg');
if ('speechSynthesis' in window)
{
supportMsg.innerHTML = 'Your browser <strong>supports</strong> speech synthesis.';
console.log("Hi");
utterance.onstart = function(event)
{
console.log('Hhhh')
};
var playList = ["1_hello", "2_how_old", "3_what_did_you_make"];
var dir = "sound/";
var extention = ".wav";
audio.src = dir + playList[audioIndex] + extention;
audio.load();
var audioIndex = 0;
setTimeout(function(){audio.play();}, 1000);
window.speechSynthesis.speak(utterance);
}
else
{
supportMsg.innerHTML = 'Sorry your browser <strong>does not support</strong> speech synthesis.<br>Try this in Chrome Canary.';
}
//window.speechSynthesis(utterance);
</script>
<div class="container">
<button id="runProgram" onclick='utterance.onstart();'
class="runProgram-button">Start</button>
</div>

Does this work for you?
function playAudio() {
var msg = new SpeechSynthesisUtterance('Help me with this code please?');
msg.pitch = 0;
msg.rate = .6;
window.speechSynthesis.speak(msg);
var msg = new SpeechSynthesisUtterance();
var voices = window.speechSynthesis.getVoices();
msg.voice = voices[10]; // Note: some voices don't support altering params
msg.voiceURI = 'native';
msg.volume = 1; // 0 to 1
msg.rate = 1.2; // 0.1 to 10
msg.pitch = 2; //0 to 2
msg.text = 'Sure. This code plays "Hello World" for you';
msg.lang = 'en-US';
msg.onend = function(e) {
var msg1 = new SpeechSynthesisUtterance('Now code plays audios for you');
msg1.voice = speechSynthesis.getVoices().filter(function(voice) { return voice.name == 'Whisper'; })[0];
msg1.pitch = 2; //0 to 2
msg1.rate= 1.2; //0 to 2
// start your audio loop.
speechSynthesis.speak(msg1);
console.log('Finished in ' + e.elapsedTime + ' seconds.');
};
speechSynthesis.speak(msg);
}
<div class="container">
<button id="runProgram" onclick='playAudio();' class="runProgram-button">Start</button>
</div>

Related

Oscillator value does not change in safari?

I am trying to make use of web audio api with NexusUI JS for dial/knobs?
In chrome the dial is changing the oscillator frequency but in safari its playing i think the default 440hz.
Can someone please direct me what am I missing or doing wrong ? It seems like I am in the right direction since I am getting output in chrome as safari is super strict some basic mistake is been overlooked by me.
Reason for using nexusUI: It was the most minimalist dial/knob I found. I only need a super basic knob. Toggle switch I can easily replace with a play / pause button.
Example of what I am trying to do. (Same on codepen)
document.body.style.backgroundColor = "#2a2c2d";
var power = new Nexus.Toggle("#power", {
state: false
});
Nexus.colors.accent = "#16e1ff";
Nexus.colors.fill = "#2a2c2d";
Nexus.colors.accent = "#16e1ff";
var dial = new Nexus.Dial("#dial");
dial.value = 0;
dial.min = 20;
dial.max = 6000;
dial.on("change", function (v) {
knb1.frequency.value = v;
console.log(v);
return v;
});
window.AudioContext = window.AudioContext || window.webkitAudioContext;
var context = new AudioContext();
var knb1 = context.createOscillator();
var knb1Gain = context.createGain();
var breath1 = context.createOscillator();
var breathGain1 = context.createGain();
knb1.type = "sine";
knb1Gain.gain.value = 0.1 / 8;
knb1.connect(knb1Gain);
knb1Gain.connect(context.destination);
breath1.connect(breathGain1);
breath1.type = "sine";
breath1.frequency.value = 0.01;
breathGain1.gain.value = (0.2 + 0.01) / 8;
knb1.start();
context.onstatechange = function () {
console.log(context.state);
};
power.on("change", function (v) {
v ? context.resume() : context.suspend();
});
<script src="https://cdn.jsdelivr.net/npm/nexusui#latest/dist/NexusUI.js"></script>
<div id="power"><div>
<div id="dial"></div>
my code was wrong.
knb1.frequency.value = v; is wrong!
correct line is knb1.frequency.setValueAtTime(v, context.currentTime);
changing this line solved my issue.

Javascript Speech Synthesis

Hello people I'm currently trying to develop a web app that utilizes Javascript speech synthesis. The problem I'm facing is that when I run the code in my webpage it reads out the text in a different language than the one I have specified but when I run the same code directly in the console it reads the correct language. Where could the problem be in this code? Note that I'm running the code in Chrome.
var myText = document.getElementById ('number');
var myText2 = document.getElementById('counter');
var msg;
var voices;
var timer = setInterval(function() {
voices = speechSynthesis.getVoices();
console.log(voices);
if (voices.length !== 0) {
msg = new SpeechSynthesisUtterance();
msg.voice = voices[1];
msg.pitch =1;
msg.rate= 0.9;
msg.text = myText.value + myText2.value;
speechSynthesis.speak(msg);
msg.lang = 'en-GB';
clearInterval(timer);
}
}, 200);
timer();

Speech Synthesis sounding distorted in Chrome

I have a function using Speech Synthesis. It works on its own while called onload:
function speak() {
var msg = new SpeechSynthesisUtterance();
var voices = voices[2];
msg.voiceURI = "native";
msg.volume = 2;
msg.rate = 1;
msg.pitch = 1;
msg.text = "Hello World";
msg.lang = "en";
speechSyntesis.speak(msg)}
But when called in my function which maps an array, with onmouseover, it becomes distorted.
if (el.toString === "Kinder.") return "<span class=\"tooltip\"><span onmouseover=\"speak()\">Kinder</span><span class=\"tooltiptext\" >Text</span></span>"
It works, but the voice sounds distorted. Does anyone know how to fix this?
Thanks in advance.
Edit: Works fine once, then stops working.

Play sound ONLY ONCE

I'm making a small asteroid avoiding game and when my lives are over I'm executing the following code:
gameover.play();
while gameover is defined like so:
var gameover = new Audio('gameover.wav');
When I execute the code, it loops the sound and I want to play it just once, how would I do that? Thanks.
I believe setting the loop property to false will accomplish your goal.
var birdSound = new Audio('http://www.noiseaddicts.com/samples_1w72b820/4929.mp3');
birdSound.loop = false;
birdSound.play();
var birdSound = new Audio('http://www.noiseaddicts.com/samples_1w72b820/4929.mp3');
birdSound.loop = false;
birdSound.play();
var statusElem = document.getElementById('status');
var startTime = Date.now();
updateStatus();
function updateStatus(){
if (birdSound.ended){
statusElem.innerText = 'Stopped';
} else {
statusElem.innerText = 'Playing (' + ( ( Date.now() - startTime ) / 1000 ) + ')';
window.setTimeout(updateStatus, 50);
}
}
Audio Status: <span id="status">Playing</span>
Tested in:
Chrome 44.0.2403.155 (64-bit)
Firefox 40.0.2
Safari 8.0.6
Vivaldi 1.0.94.2 (for giggles)

How do I make JavaScript beep?

I want my web page to beep whenever a user exceeds the maximum character limit of my <textarea>.
Solution
You can now use base64 files to produce sounds when imported as data URI. The solution is almost the same as the previous ones, except you do not need to import an external audio file.
function beep() {
var snd = new Audio("data:audio/wav;base64,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");
snd.play();
}
beep();
Compatibility
Data URI is supported on almost every browser now. More information on http://caniuse.com/datauri
Demo
http://jsfiddle.net/7EAgz/
Conversion Tool
And here is where you can convert mp3 or wav files into Data URI format:
https://dopiaza.org/tools/datauri/index.php
It's not possible to do directly in JavaScript. You'll need to embed a short WAV file in the HTML, and then play that via code.
An Example:
<script>
function PlaySound(soundObj) {
var sound = document.getElementById(soundObj);
sound.Play();
}
</script>
<embed src="success.wav" autostart="false" width="0" height="0" id="sound1"
enablejavascript="true">
You would then call it from JavaScript code as such:
PlaySound("sound1");
This should do exactly what you want - you'll just need to find/create the beep sound yourself, which should be trivial.
/*if you want to beep without using a wave file*/
var context = new AudioContext();
var oscillator = context.createOscillator();
oscillator.type = "sine";
oscillator.frequency.value = 800;
oscillator.connect(context.destination);
oscillator.start();
// Beep for 500 milliseconds
setTimeout(function () {
oscillator.stop();
}, 100);
The top answer was correct at the time but is now wrong; you can do it in pure javascript. But the one answer using javascript doesn't work any more, and the other answers are pretty limited or don't use pure javascript.
I made my own solution that works well and lets you control the volume, frequency, and wavetype.
//if you have another AudioContext class use that one, as some browsers have a limit
var audioCtx = new (window.AudioContext || window.webkitAudioContext || window.audioContext);
//All arguments are optional:
//duration of the tone in milliseconds. Default is 500
//frequency of the tone in hertz. default is 440
//volume of the tone. Default is 1, off is 0.
//type of tone. Possible values are sine, square, sawtooth, triangle, and custom. Default is sine.
//callback to use on end of tone
function beep(duration, frequency, volume, type, callback) {
var oscillator = audioCtx.createOscillator();
var gainNode = audioCtx.createGain();
oscillator.connect(gainNode);
gainNode.connect(audioCtx.destination);
if (volume){gainNode.gain.value = volume;}
if (frequency){oscillator.frequency.value = frequency;}
if (type){oscillator.type = type;}
if (callback){oscillator.onended = callback;}
oscillator.start(audioCtx.currentTime);
oscillator.stop(audioCtx.currentTime + ((duration || 500) / 1000));
};
Someone suggested I edit this to note it only works on some browsers. However Audiocontext seems to be supported on all modern browsers, as far as I can tell. It isn't supported on IE, but that has been discontinued by Microsoft. If you have any issues with this on a specific browser please report it.
I wrote a function to beep with the new Audio API.
var beep = (function () {
var ctxClass = window.audioContext ||window.AudioContext || window.AudioContext || window.webkitAudioContext
var ctx = new ctxClass();
return function (duration, type, finishedCallback) {
duration = +duration;
// Only 0-4 are valid types.
type = (type % 5) || 0;
if (typeof finishedCallback != "function") {
finishedCallback = function () {};
}
var osc = ctx.createOscillator();
osc.type = type;
//osc.type = "sine";
osc.connect(ctx.destination);
if (osc.noteOn) osc.noteOn(0); // old browsers
if (osc.start) osc.start(); // new browsers
setTimeout(function () {
if (osc.noteOff) osc.noteOff(0); // old browsers
if (osc.stop) osc.stop(); // new browsers
finishedCallback();
}, duration);
};
})();
jsFiddle.
Using Houshalter's suggestion, I made this simple tone synthesizer demo.
Screenshot
Here is a screenshot. Try the live demo further down in this Answer (click Run code snippet).
Demo code
audioCtx = new(window.AudioContext || window.webkitAudioContext)();
show();
function show() {
frequency = document.getElementById("fIn").value;
document.getElementById("fOut").innerHTML = frequency + ' Hz';
switch (document.getElementById("tIn").value * 1) {
case 0: type = 'sine'; break;
case 1: type = 'square'; break;
case 2: type = 'sawtooth'; break;
case 3: type = 'triangle'; break;
}
document.getElementById("tOut").innerHTML = type;
volume = document.getElementById("vIn").value / 100;
document.getElementById("vOut").innerHTML = volume;
duration = document.getElementById("dIn").value;
document.getElementById("dOut").innerHTML = duration + ' ms';
}
function beep() {
var oscillator = audioCtx.createOscillator();
var gainNode = audioCtx.createGain();
oscillator.connect(gainNode);
gainNode.connect(audioCtx.destination);
gainNode.gain.value = volume;
oscillator.frequency.value = frequency;
oscillator.type = type;
oscillator.start();
setTimeout(
function() {
oscillator.stop();
},
duration
);
};
frequency
<input type="range" id="fIn" min="40" max="6000" oninput="show()" />
<span id="fOut"></span><br>
type
<input type="range" id="tIn" min="0" max="3" oninput="show()" />
<span id="tOut"></span><br>
volume
<input type="range" id="vIn" min="0" max="100" oninput="show()" />
<span id="vOut"></span><br>
duration
<input type="range" id="dIn" min="1" max="5000" oninput="show()" />
<span id="dOut"></span>
<br>
<button onclick='beep();'>Play</button>
You can clone and tweak the code here:
Tone synthesizer demo on JS Bin
Have fun!
Compatible browsers:
Chrome mobile & desktop
Firefox mobile & desktop
Opera mobile, mini & desktop
Android browser
Microsoft Edge browser
Safari on iPhone or iPad
Not Compatible
Internet Explorer version 11 (but does work on the Edge browser)
This will enable you to play the sound multiple times, in contrast to the top-voted answer:
var playSound = (function beep() {
var snd = new Audio("data:audio/wav;base64,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");
return function() {
snd.play();
}
})();
playSound(); // Play first time
playSound(); // Play second time
As we read in this answer, HTML5 will solve this for you if you're open to that route. HTML5 audio is supported in all modern browsers.
Here's a copy of the example:
var snd = new Audio("file.wav"); // buffers automatically when created
snd.play();
Now it easy enough with JavaScript AudioContext API. It fully supported by major desktop and mobile web browsers...
let context = null;
const beep = (freq = 520, duration = 200, vol = 100) => {
const oscillator = context.createOscillator();
const gain = context.createGain();
oscillator.connect(gain);
oscillator.frequency.value = freq;
oscillator.type = "square";
gain.connect(context.destination);
gain.gain.value = vol * 0.01;
oscillator.start(context.currentTime);
oscillator.stop(context.currentTime + duration * 0.001);
}
document.querySelector('button').addEventListener('click', function () {
context = new AudioContext();
beep();
});
I wrote a small application that plays music from the Mario game without any audio file, just runtime. In my opinion it’s interesting, you can see the source code and listen it.
Using CSS you can do it if you add the following style to a tag, but you will need a wav file:
<style type="text/css">
.beep {cue: url("beep.wav") }
</style>
var body=document.getElementByTagName("body");
body.className=body.className + " " + "beep";
Here's how I get it to beep using HTML5:
First I copy and convert the windows wav file to mp3, then I use this code:
var _beep = window.Audio("Content/Custom/Beep.mp3")
function playBeep() { _beep.play()};
It's faster to declare the sound file globally and refer to it as needed.
This code supports sequencing of multiple beeps, as well as gradual change in frequency ('ramp' flag). Both examples are given below.
<script>
var audioContext = null;
var oscillatorNode = null;
var stopTime = 0;
function beep (frequency, durationSec, ramp=false)
{
if (oscillatorNode == null) {
audioContext = new (window.AudioContext || window.webkitAudioContext) ();
stopTime = audioContext.currentTime;
oscillatorNode = audioContext.createOscillator();
oscillatorNode.type = "sine";
oscillatorNode.connect (audioContext.destination);
if (ramp) {
oscillatorNode.frequency.setValueAtTime (frequency, stopTime);
}
oscillatorNode.start ();
oscillatorNode.onended = function() {
oscillatorNode = null;
audioContext = null;
}
}
if (ramp) {
oscillatorNode.frequency.linearRampToValueAtTime (frequency, stopTime); // value in hertz
} else {
oscillatorNode.frequency.setValueAtTime (frequency, stopTime); // value in hertz
}
stopTime += durationSec;
oscillatorNode.stop (stopTime);
}
function test1()
{
beep (250, 0.5);
beep (1000, 0.2);
beep (550, 0.5);
}
function test2()
{
beep (50, 2, true);
beep (5000, 2, true);
beep (50, 0, true);
}
</script>
<button onclick='test1()'>Beep!</button>
<button onclick='test2()'>Beep(ramped)!</button>
There's no crossbrowser way to achieve this with pure javascript. Instead you could use a small .wav file that you play using embed or object tags.
function beep(wavFile){
wavFile = wavFile || "beep.wav"
if (navigator.appName == 'Microsoft Internet Explorer'){
var e = document.createElement('BGSOUND');
e.src = wavFile;
e.loop =1;
document.body.appendChild(e);
document.body.removeChild(e);
}else{
var e = document.createElement('AUDIO');
var src1 = document.createElement('SOURCE');
src1.type= 'audio/wav';
src1.src= wavFile;
e.appendChild(src1);
e.play();
}
}
Works on Chrome,IE,Mozilla using Win7 OS.
Requires a beep.wav file on the server.
function Sound(url, vol, autoplay, loop)
{
var that = this;
that.url = (url === undefined) ? "" : url;
that.vol = (vol === undefined) ? 1.0 : vol;
that.autoplay = (autoplay === undefined) ? true : autoplay;
that.loop = (loop === undefined) ? false : loop;
that.sample = null;
if(that.url !== "")
{
that.sync = function(){
that.sample.volume = that.vol;
that.sample.loop = that.loop;
that.sample.autoplay = that.autoplay;
setTimeout(function(){ that.sync(); }, 60);
};
that.sample = document.createElement("audio");
that.sample.src = that.url;
that.sync();
that.play = function(){
if(that.sample)
{
that.sample.play();
}
};
that.pause = function(){
if(that.sample)
{
that.sample.pause();
}
};
}
}
var test = new Sound("http://mad-hatter.fr/Assets/projects/FreedomWings/Assets/musiques/freedomwings.mp3");
test.play();
http://jsfiddle.net/sv9j638j/
Note:put this code in your javascript at the point you want the beep to occur.
and remember to specify the directory or folder where the beep sound is stored(source).
<script>
//Appending HTML5 Audio Tag in HTML Body
$('<audio id="chatAudio"><source src="sound/notify.ogg" type="audio/ogg"><source src="sound/notify.mp3" type="audio/mpeg"><source src="sound/notify.wav" type="audio/wav"></audio>').appendTo('body');
$('#chatAudio')[0].play();
</script>
Reference:http://www.9lessons.info/2013/04/play-notification-sound-using-jquery.html.
I implemented this in a social media i am developing and it works find, a notification like that of facebook when chatting, notifying you that you have a new chat message
<html>
<head>
<script src='https://surikov.github.io/webaudiofont/npm/dist/WebAudioFontPlayer.js'></script>
<script src='https://surikov.github.io/webaudiofontdata/sound/0000_JCLive_sf2_file.js'></script>
<script>
var selectedPreset=_tone_0000_JCLive_sf2_file;
var AudioContextFunc = window.AudioContext || window.webkitAudioContext;
var audioContext = new AudioContextFunc();
var player=new WebAudioFontPlayer();
player.loader.decodeAfterLoading(audioContext, '_tone_0000_JCLive_sf2_file');
</script>
</head>
<body>
<p>Play a note</p>
<hr/>
<p>source</p>
</body>
listen here
https://jsbin.com/lamidog/1/edit?html,output
function beep(freq = 660, duration = 90, vol = 50) {
var context = new(window.AudioContext || window.webkitAudioContext);
const oscillator = context.createOscillator();
const gain = context.createGain();
gain.gain.setValueAtTime(0, context.currentTime);
gain.gain.linearRampToValueAtTime(1, context.currentTime + 0.002);
oscillator.connect(gain);
oscillator.frequency.value = freq;
oscillator.type = "square";
gain.connect(context.destination);
oscillator.start(context.currentTime);
oscillator.stop(context.currentTime + duration * .001);
oscillator.onended = () => context.close();
}
<br>
<center><button onclick="beep()">Beep!</button></center>
You need a sound file to be served from somewhere. Here's the code from Scriptaculous's Sound library:
//Default:
<embed style="height:0" id="sound_#{track}_#{id}" src="#{url}" loop="false" autostart="true" hidden="true"/>
//For Gecko:
if(Prototype.Browser.Gecko && navigator.userAgent.indexOf("Win") > 0){
if(navigator.plugins && $A(navigator.plugins).detect(function(p){ return p.name.indexOf('QuickTime') != -1 }))
Sound.template = new Template('<object id="sound_#{track}_#{id}" width="0" height="0" type="audio/mpeg" data="#{url}"/>');
else if(navigator.plugins && $A(navigator.plugins).detect(function(p){ return p.name.indexOf('Windows Media') != -1 }))
Sound.template = new Template('<object id="sound_#{track}_#{id}" type="application/x-mplayer2" data="#{url}"></object>');
else if(navigator.plugins && $A(navigator.plugins).detect(function(p){ return p.name.indexOf('RealPlayer') != -1 }))
Sound.template = new Template('<embed type="audio/x-pn-realaudio-plugin" style="height:0" id="sound_#{track}_#{id}" src="#{url}" loop="false" autostart="true" hidden="true"/>');
else
Sound.play = function(){};
}

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