Detect if audio is playing in browser Javascript - javascript

Is there a global way to detect when audio is playing or starts playing in the browser.
something like along the idea of if(window.mediaPlaying()){...
without having the code tied to a specific element?
EDIT: What's important here is to be able to detect ANY audio no matter where the audio comes from. Whether it comes from an iframe, a video, the Web Audio API, etc.

No one should use this but it works.
Basically the only way that I found to access the entire window's audio is using MediaDevices.getDisplayMedia().
From there a MediaStream can be fed into an AnalyserNode that can be used to check the if the audio volume is greater than zero.
Only works in Chrome and maybe Edge (Only tested in Chrome 80 on Linux)
JSFiddle with <video>, <audio> and YouTube!
Important bits of code (cannot post in a working snippet because of the Feature Policies on the snippet iframe):
var audioCtx = new AudioContext();
var analyser = audioCtx.createAnalyser();
var bufferLength = analyser.fftSize;
var dataArray = new Float32Array(bufferLength);
window.isAudioPlaying = () => {
analyser.getFloatTimeDomainData(dataArray);
for (var i = 0; i < bufferLength; i++) {
if (dataArray[i] != 0) return true;
}
return false;
}
navigator.mediaDevices.getDisplayMedia({
video: true,
audio: true
})
.then(stream => {
if (stream.getAudioTracks().length > 0) {
var source = audioCtx.createMediaStreamSource(stream);
source.connect(analyser);
document.body.classList.add('ready');
} else {
console.log('Failed to get stream. Audio not shared or browser not supported');
}
}).catch(err => console.log("Unable to open capture: ", err));

I read all MDN docs about Web Audio API but I didn't find any global flag on window that shows audio playing. But I have found a tricky way that shows ANY audio playing, no matter an iframe or video but about Web Audio API:
const allAudio = Array.from( document.querySelectorAll('audio') );
const allVideo = Array.from( document.querySelectorAll('video') );
const isPlaying = [...allAudio, ...allVideo].some(item => !item.paused);
Now, by the isPlaying flag we can detect if any audio or video is playing in the browser.

There is a playbackState property (https://developer.mozilla.org/en-US/docs/Web/API/MediaSession/playbackState), but not all browsers support it.
if(navigator.mediaSession.playbackState === "playing"){...

I was looking for a solution in Google, but i didn't find anything yet.
Maybe you could check some data that has X value only when audio is playing. If you have some button that start playing the audio file, maybe you can be sure that the audio is playing by adding some event listener on the rep. button...
Maybe something like adding an event listener to the "audio" tag? If i remember correctly, audio tag has a "paused" attribute...
And now i just remember that the audio has "paused" attribute...
Also, you may want to check this topic HTML5 check if audio is playing?
i jus find it five seconds ago jaja

Related

Adding panner / spacial audio to Web Audio Context from a WebRTC stream not working

I would like to create a Web Audio panner to position the sound from a WebRTC stream.
I have the stream connecting OK and can hear the audio and see the video, but the panner does not have any effect on the audio (changing panner.setPosition(10000, 0, 0) to + or - 10000 makes no difference to the sound).
This is the onaddstream function where the audio and video get piped into a video element and where I presume i need to add the panner.
There are no errors, it just isn't panning at all.
What am I doing wrong?
Thanks!
peer_connection.onaddstream = function(event) {
var AudioContext = window.AudioContext || window.webkitAudioContext;
var audioCtx = new AudioContext();
audioCtx.listener.setOrientation(0,0,-1,0,1,0)
var panner = audioCtx.createPanner();
panner.panningModel = 'HRTF';
panner.distanceModel = 'inverse';
panner.refDistance = 1;
panner.maxDistance = 10000;
panner.rolloffFactor = 1;
panner.coneInnerAngle = 360;
panner.coneOuterAngle = 0;
panner.coneOuterGain = 0;
panner.setPosition(10000, 0, 0); //this doesn't do anything
peerInput.connect(panner);
panner.connect(audioCtx.destination);
// attach the stream to the document element
var remote_media = USE_VIDEO ? $("<video>") : $("<audio>");
remote_media.attr("autoplay", "autoplay");
if (MUTE_AUDIO_BY_DEFAULT) {
remote_media.attr("muted", "false");
}
remote_media.attr("controls", "");
peer_media_elements[peer_id] = remote_media;
$('body').append(remote_media);
attachMediaStream(remote_media[0], event.stream);
}
Try to get the event stream before setting the panner
var source = audioCtx.createMediaStreamSource(event.stream);
Reference: Mozilla Developer Network - AudioContext
CreatePaneer Refernce: Mozilla Developer Network - createPanner
3rd Party Library: wavesurfer.js
Remove all the options you've set for the panner node and see if that helps. (The cone angles seem a little funny to me, but I always forget how they work.)
If that doesn't work, create a smaller test with the panner but use a simple oscillator as the input. Play around with the parameters and positions to make sure it does what you want.
Put this back into your app. Things should work then.
Figured this out for myself.
The problems was not the code, it was because I was connected with Bluetooth audio.
Bluetooth apparently can only do stereo audio with the microphone turned off. As soon as you activate the mic, that steals one of the channels and audio output downgrades to mono.
If you have mono audio, you definitely cannot do 3D positioned sound, hence me thinking the code was not working.

Streaming microphone input with getUserMedia under iOS Safari

I'm developing a website where the user can send audio commands which are captured with getUserMedia (only audio) and interpreted in the backend with a Speech-to-Text service. In order to keep the latency as low as possible, I'm sending small audio chunks to my server. This is working just fine on Chrome/Firefox and even Edge. However, I'm struggling with iOS Safari. I know that Safari is my only choice on Apple devices because of the missing WebRTC support on iOS Chrome/Firefox.
The problem is that I normally get the user's voice a couple of times (for some commands). But without any pattern the stream then suddenly contains only empty bytes. I tried a lot of different strategies but in general I stuck to the following plan:
After user clicks a button, call getUserMedia (with audio constraint) and save stream to a variable
Create AudioContext (incl. Gain, MediaStreamSource, ScriptProcess) and connect the audio stream to the MediaStreamSource
Register an event listener to the ScriptProcessor and send audio chunks in callback to the server
When a result is returned from the server close AudioContext and audio's MediaStream
The interesting part is now what happens after a subsequent user command. I tried various things: Call getUserMedia again for each call and close the MediaStream track each time, use the initially created MediaStream and reconnect the EventHandler every time, close the AudioContext after every call, use only one initially created AudioContext... All my attempts failed so far, because I either got empty bytes from the Stream or the AudioContext was created in a "suspended" state. Only closing MediaStream/AudioContext and creating it every time again seems to be more stable, but fetching the MediaStream with getUserMedia takes quite a while on iOS (~1,5-2s), which gives a bad user experience.
I'll show you my latest attempt where I tried to mute/disable the stream in between user commands and keep the AudioContext open:
var audioStream: MediaStream;
var audioContext: AudioContext;
var startButton = document.getElementById("startButton");
startButton.onclick = () => {
if (!audioStream) {
getUserAudioStream();
} else {
// mute/disable stream
audioStream.getAudioTracks()[0].enabled = true;
}
}
var stopButton = document.getElementById("stopButton");
stopButton.onclick = () => {
// unmute/enable stream
audioStream.getAudioTracks()[0].enabled = false;
}
function getUserAudioStream(): Promise<any> {
return navigator.mediaDevices.getUserMedia({
audio: true
} as MediaTrackConstraints,
}).then((stream: MediaStream) => {
audioStream = stream;
startRecording();
}).catch((e) => { ... });
}
const startRecording = () => {
const ctx = (window as any).AudioContext || (window as any).webkitAudioContext;
if (!ctx) {
console.error("No Audio Context available in browser.");
return;
} else {
audioContext = new ctx();
}
const inputPoint = audioContext.createGain();
const microphone = audioContext.createMediaStreamSource(audioStream);
scriptProcessor = inputPoint.context.createScriptProcessor(4096, 1, 1);
microphone.connect(inputPoint);
inputPoint.connect(scriptProcessor);
scriptProcessor.connect(inputPoint.context.destination);
scriptProcessor.addEventListener("audioprocess", streamCallback);
};
const streamCallback = (e) => {
const samples = e.inputBuffer.getChannelData(0);
// Here I stream audio chunks to the server and
// observe that buffer sometimes only contains empty bytes...
}
I hope the snippet makes sense to you, because I let some stuff out to keep it readable. I think I made clear that this is only one of many attempts and actually my question is: Is there some kind of special characteristic in WebRTC/getUserMedia on iOS that I missed so far? Why does iOS treat MediaStream differently than Chrome/Firefox on Windows? As a last comment: I know that the ScriptProcessorNode is no longer recommended. Actually, I'd like to use MediaRecorder for that but this is also not yet supported on iOS. Also, the polyfill I know is not really suitable because it only support ogg for streaming audio and which also leads to problems because I would need to set the sample rate for that to a fixed value.

Play Mic audio back continuously

I see a lot of questions for how to record audio then stop recording, then play audio or save it to a file, but none of this is what I want.
tl;dr Here's my question in a nutshell: "How can I immediately play audio recorded from the user's microphone?" That is, I don't want to save a recording and play it when the user hits a "Play" button, I don't want to save a recording to a file on the user's computer and I don't want to use WebRTC to stream audio anywhere. I just want to talk into my microphone and hear my voice come out the speakers.
All I'm trying to do is make a very simple "echo" page that just immediately plays back audio recorded from the mic. I started using a mediaRecorder object, but that wasn't working and from what I can tell that's meant for recording full audio files, so I switched to an AudioContext-based approach.
A very simple page would just look like this:
<!DOCTYPE html>
<head>
<script type="text/javascript" src="mcve.js"></script>
</head>
<body>
<audio id="speaker" volume="1.0"></audio>
</body>
and the script looks like this:
if (navigator.mediaDevices) {
var constrains = {audio: true};
navigator.mediaDevices.getUserMedia(constrains).then(
function (stream) {
var context = new AudioContext();
var source = context.createMediaStreamSource(stream);
var proc = context.createScriptProcessor(2048, 2, 2);
source.connect(proc);
proc.onaudioprocess = function(e) {
console.log("audio data collected");
let audioData = new Blob(e.inputBuffer.getChannelData(0), {type: 'audio/ogg' } )
|| new Blob(new Float32Array(2048), {type: 'audio/ogg'});
var speaker = document.getElementById('speaker');
let url = URL.createObjectURL(audioData);
speaker.src = url;
speaker.load();
speaker.play().then(
() => { console.log("Playback success!"); },
(error) => { console.log("Playback failure... ", error); }
);
};
}
).catch( (error) => {
console.error("couldn't get user media.");
});
}
It can record non-trivial audio data (i.e. not every collection winds up as a Blob made from the new Float32Array(2048) call), but it can't play it back. It never hits the "could not get user media" catch, but it always hits the "Playback Failure..." catch. The error prints like this:
DOMException [NotSupportedError: "The media resource indicated by the src attribute or assigned media provider object was not suitable."
code: 9
nsresult: 0x806e0003]
Additionally, the message Media resource blob:null/<long uuid> could not be decoded. is printed to the console repeatedly.
There are two things that could be going on here, near as I can tell (maybe both):
I'm not encoding the audio. I'm not sure if this is a problem, since I thought that data collected from the mic came with 'ogg' encoding automagically, and I've tried leaving the type property of my Blobs blank to no avail. If this is what's wrong, I don't know how to encode a chunk of audio given to me by the audioprocess event, and that's what I need to know.
An <audio> element is fundamentally incapable of playing audio fragments, even if properly encoded. Maybe by not having a full file, there's some missing or extraneous metadata that violates encoding standards and is preventing the browser from understanding me. If this is the case, maybe I need a different element, or even an entirely scripted solution. Or perhaps I'm supposed to construct a file-like object in-place for each chunk of audio data?
I've built this code on examples from MDN and SO answers, and I should mention I've tested my mic at this example demo and it appears to work perfectly.
The ultimate goal here is to stream this audio through a websocket to a server and relay it to other users. I DON'T want to use WebRTC if at all possible, because I don't want to limit myself to only web clients - once it's working okay, I'll make a desktop client as well.
Check example https://jsfiddle.net/greggman/g88v7p8c/ from https://stackoverflow.com/a/38280110/351900
Required to be run from HTTPS
navigator.getUserMedia = navigator.getUserMedia ||navigator.webkitGetUserMedia || navigator.mozGetUserMedia;
var aCtx;
var analyser;
var microphone;
if (navigator.getUserMedia) {
navigator.getUserMedia(
{audio: true},
function(stream) {
aCtx = new AudioContext();
microphone = aCtx.createMediaStreamSource(stream);
var destination=aCtx.destination;
microphone.connect(destination);
},
function(){ console.log("Error 003.")}
);
}

html audio tag, duration always infinity

I've been working on using the html audio tag to play some audio files. The audio plays alright, but the duration property of the audio tag is always returning infinity.
I tried the accepted answer to this question but with the same result. Tested with Chrome, IE and Firefox.
Is this a bug with the audio tag, or am I missing something?
Some of the code I'm using to play the audio files.
javascript function when playbutton is pressed
function playPlayerV2(src) {
document.getElementById("audioplayerV2").addEventListener("loadedmetadata", function (_event) {
console.log(player.duration);
});
var player = document.getElementById("audioplayer");
player.src = "source";
player.load();
player.play();
}
the audio tag in html
<audio controls="true" id="audioplayerV2" style="display: none;" preload="auto">
note: I'm hiding the standard audio player with the intend of using custom layout and make use of the player via javascript, this does not seem to be related to my problem.
try this
var getDuration = function (url, next) {
var _player = new Audio(url);
_player.addEventListener("durationchange", function (e) {
if (this.duration!=Infinity) {
var duration = this.duration
_player.remove();
next(duration);
};
}, false);
_player.load();
_player.currentTime = 24*60*60; //fake big time
_player.volume = 0;
_player.play();
//waiting...
};
getDuration ('/path/to/audio/file', function (duration) {
console.log(duration);
});
I think this is due to a chrome bug. Until it's fixed:
if (video.duration === Infinity) {
video.currentTime = 10000000;
setTimeout(() => {
video.currentTime = 0; // to reset the time, so it starts at the beginning
}, 1000);
}
let duration = video.duration;
This works for me
const audio = document.getElementById("audioplayer");
audio.addEventListener('loadedmetadata', () => {
if (audio.duration === Infinity) {
audio.currentTime = 1e101
audio.addEventListener('timeupdate', getDuration)
}
})
function getDuration() {
audio.currentTime = 0
this.voice.removeEventListener('timeupdate', getDuration)
console.log(audio.duration)
},
In case you control the server and can make it to send proper media header - this what helped the OP.
I faced this problem with files stored in Google Drive when getting them in Mobile version of Chrome. I cannot control Google Drive response and I have to somehow deal with it.
I don't have a solution that satisfies me yet, but I tried the idea from both posted answers - which basically is the same: make audio/video object to seek the real end of the resource. After Chrome finds the real end position - it gives you the duration. However the result is unsatisfying.
What this hack really makes - it forces Chrome to load the resource into the memory completely. So, if the resource is too big, or connection is too slow you end up waiting a long time for the file to be downloaded behind the scenes. And you have no control over that file - it is handled by Chrome and once it decides that it is no longer needed - it will dispose it, so the bandwidth may be spent ineficciently.
So, in case you can load the file yourself - it is better to download it (e.g. as blob) and feed it to your audio/video control.
If this is a Twilio mp3, try the .wav version. The mp3 is coming across as a stream and it fools the audio players.
To use the .wav version, just change the format of the source url from .mp3 to .wav (or leave it off, wav is the default)
Note - the wav file is 4x larger, so that's the downside to switching.
Not a direct answer but in case anyone using blobs came here, I managed to fix it using a package called webm-duration-fix
import fixWebmDuration from "webm-duration-fix";
...
fixedBlob = await fixWebmDuration(blob);
...
//If you want to modify the video file completely, you can use this package "webmFixDuration" Other methods are applied at the display level only on the video tag With this method, the complete video file is modified
webmFixDuration github example
mediaRecorder.onstop = async () => {
const duration = Date.now() - startTime;
const buggyBlob = new Blob(mediaParts, { type: 'video/webm' });
const fixedBlob = await webmFixDuration(buggyBlob, duration);
displayResult(fixedBlob);
};

Unable to play sound in Google Chrome using a MediaStreamAudioSourceNode

I've been toying with WebRTC but I'm completely unable to play a simple audio stream after properly granting rights to the browser to use the input device.
I just try to connect the input device to the context destination, but it doesn't work.
This snippet isn't working and I think it should:
function success(stream)
{
var audioContext = new webkitAudioContext();
var mediaStreamSource = audioContext.createMediaStreamSource(stream);
mediaStreamSource.connect(audioContext.destination);
}
navigator.webkitGetUserMedia({audio:true, video:false}, success);
This doesn't seem to capture any sound from my working microphone, but if I use a simple tag and create a blob url the code suddenly starts working.
function success(stream)
{
audio = document.querySelector('audio');
audio.src = window.URL.createObjectURL(stream);
audio.play();
}
navigator.webkitGetUserMedia({audio:true, video:false}, success);
Also, not a single of these demos seems to be working for me: http://webaudiodemos.appspot.com/.
Fiddle for the first snippet: http://jsfiddle.net/AvMtt/
Fiddle for the second snippet: http://jsfiddle.net/vxeDg/
Using Chrome 28.0.1500.71 beta-m on Windows 7x64.
I have a single input device, and two output devices (speakers, headsets). Every device is using the same sample rate.
This question is almost 6 years old, but for anyone who stumbles across it, the modern version of this looks something like:
function success(stream) {
let audioContext = new AudioContext();
let mediaStreamSource = audioContext.createMediaStreamSource(stream);
mediaStreamSource.connect(audioContext.destination);
}
navigator.mediaDevices.getUserMedia({audio: true, video: false})
.then(success)
.catch((e) => {
console.dir(e);
});
And appears to work based on https://jsfiddle.net/jmcker/g3j1yo85

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