How to capture audio in javascript? - javascript

I am currently using getUserMedia(), which is only working on Firefox and Chrome, yet it got deprecated and works only on https (in Chrome). Is there any other/better way to get the speech input in javascript that works on all platforms?
E.g. how do websites like web.whatsapp.com app record audio? getUserMedia() prompts first-time-users to permit audio recording, whereas the Whatsapp application doesn't require the user's permission.
The getUserMedia() I am currently using looks like this:
navigator.getUserMedia(
{
"audio": {
"mandatory": {
"googEchoCancellation": "false",
"googAutoGainControl": "false",
"googNoiseSuppression": "false",
"googHighpassFilter": "false"
},
"optional": []
},
}, gotStream, function(e) {
console.log(e);
});

Chrome 60+ does require using https, since getUserMedia is a powerful feature. The API access shouldn't work in non-secure domains, as that API access may get bled over to non-secure actors. Firefox still supports getUserMedia over http, though.
I've been using RecorderJS and it served my purposes well.
Here is a code example. (source)
function RecordAudio(stream, cfg) {
var config = cfg || {};
var bufferLen = config.bufferLen || 4096;
var numChannels = config.numChannels || 2;
this.context = stream.context;
var recordBuffers = [];
var recording = false;
this.node = (this.context.createScriptProcessor ||
this.context.createJavaScriptNode).call(this.context,
bufferLen, numChannels, numChannels);
stream.connect(this.node);
this.node.connect(this.context.destination);
this.node.onaudioprocess = function(e) {
if (!recording) return;
for (var i = 0; i < numChannels; i++) {
if (!recordBuffers[i]) recordBuffers[i] = [];
recordBuffers[i].push.apply(recordBuffers[i], e.inputBuffer.getChannelData(i));
}
}
this.getData = function() {
var tmp = recordBuffers;
recordBuffers = [];
return tmp; // returns an array of array containing data from various channels
};
this.start() = function() {
recording = true;
};
this.stop() = function() {
recording = false;
};
}
The usage is straightforward:
var recorder = new RecordAudio(userMedia);
recorder.start();
recorder.stop();
var recordedData = recorder.getData()
Edit: You may also want to check this answer if nothing works.

Recorder JS does the easy job for you. It works with Web Audio API nodes
Chrome and Firefox Browsers has evolved now. There is an inbuilt MediaRecoder API which does audio recording for you.
navigator.mediaDevices.getUserMedia({audio:true})
.then(stream => {
rec = new MediaRecorder(stream);
rec.ondataavailable = e => {
audioChunks.push(e.data);
if (rec.state == "inactive"){
// Use blob to create a new Object URL and playback/download
}
}
})
.catch(e=>console.log(e));
Working demo
MediaRecoder support starts from
Chrome support: 47
Firefox support: 25.0

The getUserMedia() isn't deprecated, deprecated is using it over http. How far I know the only browser which requires https for getUserMedia() right now is Chrome what I think is correct approach.
If you want ssl/tls for your test you can use free version of CloudFlare.
Whatsapp page doesn't provide any recording functions, it just allow you to launch application.
Good article about getUserMedia
Fully working example with use of MediaRecorder

Related

How to access the remote stream on a Twilio browser call

I'm using the new v2 Twilio Javascript SDK to make calls from the browser to other people.
This works fine but I've been asked to add volume controls for the incoming audio stream.
After some research it seems that I need to take the remote stream from the call and feed it through a gain node to reduce the volume.
Unfortunately the result from call.getRemoteStream is always null even when I can hear audio from the call.
I've tested this on latest Chrome and Edge and they have the same behavior.
Is there something else I need to do to access the remote stream?
Code:
async function(phoneNumber, token)
{
console.log("isSecureContext: " + window.isSecureContext); //check we can get the stream
var options = {
edge: 'ashburn', //us US endpoint
closeProtection: true // will warn user if you try to close browser window during an active call
};
var device = new Device(token, options);
const connectionParams = {
"phoneNumber": phoneNumber
};
var activeCall = await device.connect({ params: connectionParams });
//Setup gain (volume) control for incoming audio
//Note, getRemoteStream always returns null.
var remoteStream = activeCall.getRemoteStream();
if(remoteStream)
{
var audioCtx = new AudioContext();
var source = audioCtx.createMediaStreamSource(remoteStream);
var gainNode = audioCtx.createGain();
source.connect(gainNode)
gainNode.connect(audioCtx.destination);
}
else
{
console.log("No remote stream on call");
}
}
The log output is:
isSecureContext: true
then
No remote stream on call
Twilio support gave me the answer: you need to wait until you start receiving volume events before requesting the stream.
ie
call.on('volume', (inputVolume, outputVolume) => {
if(inputVolume > 0)
{
var remoteStream = activeCall.getRemoteStream();
....
}
});

JavaScript: Use MediaRecorder to record streams from <video> but failed

I'm trying to record parts of the video from a tag, save it for later use. And I found this article: Recording a media element, which described a method by first calling stream = video.captureStream(), then use new MediaRecord(stream) to get a recorder.
I've tested on some demos, the MediaRecorder works fine if stream is from user's device (such as microphone). However, when it comes to media element, my FireFox browser throws an exception: MediaRecorder.start: The MediaStream's isolation properties disallow access from MediaRecorder.
So any idea on how to deal with it?
Browser: Firefox
The page (including the js file) is stored at local.
The src attribute of <video> tag could either be a file from local storage or a url from Internet.
Code snippets:
let chunks = [];
let getCaptureStream = function () {
let stream;
const fps = 0;
if (video.captureStream) {
console.log("use captureStream");
stream = video.captureStream(fps);
} else if (video.mozCaptureStream) {
console.log("use mozCaptureStream");
stream = video.mozCaptureStream(fps);
} else {
console.error('Stream capture is not supported');
stream = null;
}
return stream;
}
video.addEventListener('play', () => {
let stream = getCaptureStream();
const mediaRecorder = new MediaRecorder(stream);
mediaRecorder.onstop = function() {
const newVideo = document.createElement('video');
newVideo.setAttribute('controls', '');
newVideo.controls = true;
const blob = new Blob(chunks);
chunks = [];
const videoURL = window.URL.createObjectURL(blob, { 'type' : 'video/mp4; codecs="avc1.42E01E, mp4a.40.2"' });
newVideo.src = videoURL;
document.body.appendChild(video);
}
mediaRecorder.ondataavailable = function(e) {
chunks.push(e.data);
}
stopButton.onclick = function() {
mediaRecorder.stop()
}
mediaRecorder.start(); // This is the line triggers exception.
});
I found the solution myself.
When I turned to Chrome, it shows that a CORS issue limits me from even playing original video. So I guess it's because the secure strategy that preventing MediaRecorder from accessing MediaStreams. Therefore, I deployed the local files to a local server with instruction on this page.
After that, the MediaRecorder started working. Hope this will help someone in need.
But still, the official document doesn't seem to mention much about isolation properties of media elements. So any idea or further explanation is welcomed.

Stream live audio to Node.js server

I'm working on a project and I require to send an audio stream to a Node.js server. I'm able to capture microphone sound with this function:
function micCapture(){
'use strict';
navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia;
var constraints = {
audio: true,
video: false
};
var video = document.querySelector('video');
function successCallback(stream) {
window.stream = stream; // stream available to console
if (window.URL) {
video.src = window.webkitURL.createObjectURL(stream);
} else {
video.src = stream;
}
//Send audio stream
//server.send(stream);
}
function errorCallback(error) {
console.log('navigator.getUserMedia error: ', error);
}
navigator.getUserMedia(constraints, successCallback, errorCallback);
}
As you can see, I'm able to capture audio and play it on the website.
Now I want to send that audio stream to a Node.js server, and send it back to other clients. Like a voicechat, but I don't want to use WebRTC as I need the stream in the server. How can I achieve this? Can I use socket.io-stream to do this? In the examples I saw, they recorded the audio, and sent a file, but I need "live" audio.
I have recently done live audio upload using socket.io from browser to server. I am going to answer here in case someone else needs it.
var stream;
var socket = io();
var bufferSize = 1024 * 16;
var audioContext = new AudioContext();
// createScriptProcessor is deprecated. Let me know if anyone find alternative
var processor = audioContext.createScriptProcessor(bufferSize, 1, 1);
processor.connect(audioContext.destination);
navigator.mediaDevices.getUserMedia({ video: false, audio: true }).then(handleMicStream).catch(err => {
console.log('error from getUserMedia', err);
});
handleMicStream will run when user accepts the permission to use microphone.
function handleMicStream(streamObj) {
// keep the context in a global variable
stream = streamObj;
input = audioContext.createMediaStreamSource(stream);
input.connect(processor);
processor.onaudioprocess = e => {
microphoneProcess(e); // receives data from microphone
};
}
function microphoneProcess(e) {
const left = e.inputBuffer.getChannelData(0); // get only one audio channel
const left16 = convertFloat32ToInt16(left); // skip if you don't need this
socket.emit('micBinaryStream', left16); // send to server via web socket
}
// Converts data to BINARY16
function convertFloat32ToInt16(buffer) {
let l = buffer.length;
const buf = new Int16Array(l / 3);
while (l--) {
if (l % 3 === 0) {
buf[l / 3] = buffer[l] * 0xFFFF;
}
}
return buf.buffer;
}
Have your socket.io server listen to micBinaryStream and you should get the data. I needed the data as a BINARY16 format for google api if you do not need this you can skip the function call to convertFloat32ToInt16().
Important
When you need to stop listening you MUST disconnect the the processor and end the stream. Run the function closeAll() below.
function closeAll() {
const tracks = stream ? stream.getTracks() : null;
const track = tracks ? tracks[0] : null;
if (track) {
track.stop();
}
if (processor) {
if (input) {
try {
input.disconnect(processor);
} catch (error) {
console.warn('Attempt to disconnect input failed.');
}
}
processor.disconnect(audioContext.destination);
}
if (audioContext) {
audioContext.close().then(() => {
input = null;
processor = null;
audioContext = null;
});
}
}
it's an old time question, i see. I'm doing the same thing (except my server doesn't run node.js and is written in C#) and stumbled upon this.
Don't know if someone is still interested but i've elaborated a bit. The current alternative to the deprecated createScriptProcessor is the AudioWorklet interface.
From: https://webaudio.github.io/web-audio-api/#audioworklet
1.32.1. Concepts
The AudioWorklet object allows developers to supply scripts (such as JavaScript or >WebAssembly code) to process audio on the rendering thread, supporting custom >AudioNodes. This processing mechanism ensures synchronous execution of the script >code with other built-in AudioNodes in the audio graph.
You cannot implement interfaces in Javascript as far as i know but you can extend a class derived from it.
And the one we need is: https://developer.mozilla.org/en-US/docs/Web/API/AudioWorkletProcessor
So i did write a processor that just mirrors the output with the input values and displays them.
class CustomAudioProcessor extends AudioWorkletProcessor {
process (inputs, outputs, parameters) {
const input = inputs[0];
const output = output[0];
for (let channel = 0; channel < input.length; ++channel) {
for (let i = 0; i < input[channel].length; ++i) {
// Just copying all the data from input to output
output[channel][i] = input[channel][i];
// The next one will make the app crash but yeah, the values are there
// console.log(output[channel][i]);
}
}
}
}
The processor must then be placed into the audio pipeline, after the microphone and before the speakers.
function record() {
constraints = { audio: true };
navigator.mediaDevices.getUserMedia(constraints)
.then(function(stream) {
audioCtx = new AudioContext();
var source = audioCtx.createMediaStreamSource(stream);
audioCtx.audioWorklet.addModule("custom-audio-processor.js").then(() => {
customAudioProcessor = new AudioWorkletNode(audioCtx, "custom-audio-processor");
source.connect(customAudioProcessor);
customAudioProcessor.connect(audioCtx.destination);
})
audioCtx.destination.play();
Works! Good luck! :)

BarcodeDetector DOMException: Barcode detection service unavailable (in Chrome)

We are currently trying to use the native BarcodeDetector in the latest Chrome (59). It is available under the enabled flag chrome://flags/#enable-experimental-web-platform-features.
You can have look at another example here.
We are checking for the native BarcodeDetector like this:
typeof window.BarcodeDetector === 'function'
But even when we fall into this branch and we finally manage to pour some image data into the detector we only get an exception:
DOMException: Barcode detection service unavailable.
I've googled that, but was not very successful. The most promising hint is this one, but it seems to be an odd Webkit fork.
What we are doing is the following (pseudocode!):
window.createImageBitmap(canvasContext.canvas) // from canvasEl.getContext('2d')
.then(function(data)
{
window.BarcodeDetector.detect(data);
});
// go on: catch the exception
Has anybody ever heard of this and can share some experiences with the BarcodeDetector?
I've had the same error using the desktop version of Chrome. I guess at the moment it is only implemented in the mobile version.
Here is an example that worked for me (Android 5.0.2, Chrome 59 with chrome://flags/#enable-experimental-web-platform-features enabled): https://jsfiddle.net/daniilkovalev/341u3qxz/
navigator.mediaDevices.enumerateDevices().then((devices) => {
let id = devices.filter((device) => device.kind === "videoinput").slice(-1).pop().deviceId;
let constrains = {video: {optional: [{sourceId: id }]}};
navigator.mediaDevices.getUserMedia(constrains).then((stream) => {
let capturer = new ImageCapture(stream.getVideoTracks()[0]);
step(capturer);
});
});
function step(capturer) {
capturer.grabFrame().then((bitmap) => {
let canvas = document.getElementById("canvas");
let ctx = canvas.getContext("2d");
ctx.drawImage(bitmap, 0, 0, bitmap.width, bitmap.height, 0, 0, canvas.width, canvas.height);
var barcodeDetector = new BarcodeDetector();
barcodeDetector.detect(bitmap)
.then(barcodes => {
document.getElementById("barcodes").innerHTML = barcodes.map(barcode => barcode.rawValue).join(', ');
step(capturer);
})
.catch((e) => {
console.error(e);
});
});
}
Reviving an old thread here.
It is not supported in desktop browsers, only mobile browsers.
Here's my working code:
getImage(event) {
let file: File = event.target.files[0];
let myReader: FileReader = new FileReader();
let barcode = window['BarcodeDetector'];
let pdf = new barcode(["pdf417"]);
createImageBitmap(file)
.then(img => pdf.detect(img))
.then(resp => {
alert(resp[0].rawValue);
});
}
It took some back and forth, but we finally have reliable feature detection for this API, see the article for full details. This is the relevant code snippet:
await BarcodeDetector.getSupportedFormats();
/* On a macOS computer logs
[
"aztec",
"code_128",
"code_39",
"code_93",
"data_matrix",
"ean_13",
"ean_8",
"itf",
"pdf417",
"qr_code",
"upc_e"
]
*/
This allows you to detect the specific feature you need, for example, QR code scanning:
if (('BarcodeDetector' in window) &&
((await BarcodeDetector.getSupportedFormats()).includes('qr_code'))) {
console.log('QR code scanning is supported.');
}

Access microphone from a browser - Javascript

Is it possible to access the microphone (built-in or auxiliary) from a browser using client-side JavaScript?
Ideally, it would store the recorded audio in the browser. Thanks!
Here we capture microphone audio as a Web Audio API event loop buffer using getUserMedia() ... time domain and frequency domain snippets of each audio event loop buffer are printed (viewable in browser console just hit key F12 or ctrl+shift+i )
<html><head><meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>capture microphone audio into buffer</title>
<script type="text/javascript">
var webaudio_tooling_obj = function () {
var audioContext = new AudioContext();
console.log("audio is starting up ...");
var BUFF_SIZE = 16384;
var audioInput = null,
microphone_stream = null,
gain_node = null,
script_processor_node = null,
script_processor_fft_node = null,
analyserNode = null;
if (!navigator.getUserMedia)
navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia ||
navigator.mozGetUserMedia || navigator.msGetUserMedia;
if (navigator.getUserMedia){
navigator.getUserMedia({audio:true},
function(stream) {
start_microphone(stream);
},
function(e) {
alert('Error capturing audio.');
}
);
} else { alert('getUserMedia not supported in this browser.'); }
// ---
function show_some_data(given_typed_array, num_row_to_display, label) {
var size_buffer = given_typed_array.length;
var index = 0;
var max_index = num_row_to_display;
console.log("__________ " + label);
for (; index < max_index && index < size_buffer; index += 1) {
console.log(given_typed_array[index]);
}
}
function process_microphone_buffer(event) { // invoked by event loop
var i, N, inp, microphone_output_buffer;
microphone_output_buffer = event.inputBuffer.getChannelData(0); // just mono - 1 channel for now
// microphone_output_buffer <-- this buffer contains current gulp of data size BUFF_SIZE
show_some_data(microphone_output_buffer, 5, "from getChannelData");
}
function start_microphone(stream){
gain_node = audioContext.createGain();
gain_node.connect( audioContext.destination );
microphone_stream = audioContext.createMediaStreamSource(stream);
microphone_stream.connect(gain_node);
script_processor_node = audioContext.createScriptProcessor(BUFF_SIZE, 1, 1);
script_processor_node.onaudioprocess = process_microphone_buffer;
microphone_stream.connect(script_processor_node);
// --- enable volume control for output speakers
document.getElementById('volume').addEventListener('change', function() {
var curr_volume = this.value;
gain_node.gain.value = curr_volume;
console.log("curr_volume ", curr_volume);
});
// --- setup FFT
script_processor_fft_node = audioContext.createScriptProcessor(2048, 1, 1);
script_processor_fft_node.connect(gain_node);
analyserNode = audioContext.createAnalyser();
analyserNode.smoothingTimeConstant = 0;
analyserNode.fftSize = 2048;
microphone_stream.connect(analyserNode);
analyserNode.connect(script_processor_fft_node);
script_processor_fft_node.onaudioprocess = function() {
// get the average for the first channel
var array = new Uint8Array(analyserNode.frequencyBinCount);
analyserNode.getByteFrequencyData(array);
// draw the spectrogram
if (microphone_stream.playbackState == microphone_stream.PLAYING_STATE) {
show_some_data(array, 5, "from fft");
}
};
}
}(); // webaudio_tooling_obj = function()
</script>
</head>
<body>
<p>Volume</p>
<input id="volume" type="range" min="0" max="1" step="0.1" value="0.5"/>
</body>
</html>
Since this code exposes microphone data as a buffer you could add ability to stream using websockets or simply aggregate each event loop buffer into a monster buffer then download the monster to a file
Notice the call to
var audioContext = new AudioContext();
which indicates its using the Web Audio API which is baked into all modern browsers (including mobile browsers) to provide an extremely powerful audio platform of which tapping into the mic is but a tiny fragment ... NOTE the CPU usage jumps up due to this demo writing each event loop buffer into browser console log which is for testing only so actual use is far less resource intensive even when you mod this to stream audio to elsewhere
Links to some Web Audio API documentation
Basic concepts behind Web Audio API
SO wiki on Web Audio API
nice Web Audio API demos ... some with github links
Yes you can.
Using the getUserMedia() API, you can capture raw audio input from your microphone.
In a secure context, to query the devices.
getUserMedia() is a powerful feature which can only be used in secure
contexts; in insecure contexts, navigator.mediaDevices is undefined,
preventing access to getUserMedia(). A secure context is, in short, a
page loaded using HTTPS or the file:/// URL scheme, or a page loaded
from localhost.
async function getMedia(constraints) {
let stream = null;
try {
stream = await navigator.mediaDevices.getUserMedia(constraints);
console.log(stream)
} catch(err) {
document.write(err)
}
}
getMedia({ audio: true, video: true })
https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices/getUserMedia
This is a simple way:
//event:
const micButtonClicked = () => {
//check the access:
isMicrophoneAllowed(isAllowed => {
if(isAllowed)
record();
else
navigator.mediaDevices.getUserMedia({audio: true})
.then(stream => record())
.catch(err => alert('need permission to use microphone'));
});
}
//isMicrophoneAllowed:
const isMicrophoneAllowed = callback => {
navigator.permissions.query({name: 'microphone'})
.then(permissionStatus => Strings.runCB(callback, permissionStatus.state === 'granted'));
}
//record:
const record = () => {
// start recording...
}

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