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export_audio_AudioTrack.js.html
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<!DOCTYPE html>
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<title>JSDoc: Source: export/audio/AudioTrack.js</title>
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<h1 class="page-title">Source: export/audio/AudioTrack.js</h1>
<section>
<article>
<pre class="prettyprint source linenums"><code>/*
* Copyright 2020 WICKLETS LLC
*
* This file is part of Wick Engine.
*
* Wick Engine is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Wick Engine is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Wick Engine. If not, see <https://www.gnu.org/licenses/>.
*/
Wick.AudioTrack = class {
/**
* @type {Wick.Project}
*/
get project () {
return this._project;
}
set project (project) {
this._project = project;
}
/**
* Create a new AudioTrack
* @param {Wick.Project} project - the project to use audio from
*/
constructor (project) {
this._project = project;
}
/**
* Generate an AudioBuffer of all the project's sounds as one audio track.
* @param {Function} callback -
*/
toAudioBuffer (callback) {
var audioInfo = this.project.getAudioInfo();
if(audioInfo.length === 0) {
// No audio in the project, no AudioBuffer to create
callback(null);
return;
}
Wick.AudioTrack.generateProjectAudioBuffer(audioInfo, audioArraybuffer => {
callback(audioArraybuffer);
});
}
/**
* Create an AudioBuffer from given sounds.
* @param {object} projectAudioInfo - info generated from Wick.Project.getAudioInfo
* @param {Function} callback - callback to recieve the generated AudioBuffer
*/
static generateProjectAudioBuffer (projectAudioInfo, callback) {
window.AudioContext = window.AudioContext || window.webkitAudioContext;
var ctx = new AudioContext();
let audiobuffers = [];
let prepareNextAudioInfo = () => {
if(projectAudioInfo.length === 0) {
mergeAudio();
} else {
var audioInfo = projectAudioInfo.pop();
this.base64ToAudioBuffer(audioInfo.src, ctx, audiobuffer => {
let startSeconds = audioInfo.start / 1000;
let endSeconds = audioInfo.end / 1000;
let lengthSeconds = endSeconds - startSeconds;
let croppedAudioBuffer = this.cropAudioBuffer(audiobuffer, lengthSeconds, ctx);
let delayedAudiobuffer = this.addStartDelayToAudioBuffer(croppedAudioBuffer, startSeconds, ctx);
audiobuffers.push(delayedAudiobuffer);
prepareNextAudioInfo();
});
}
}
let mergeAudio = () => {
let mergedAudioBuffer = this.mergeBuffers(audiobuffers, ctx);
callback(mergedAudioBuffer);
}
prepareNextAudioInfo();
}
/*
* Merges multiple audiobuffers into a single audiobuffer.
* @param {AudioBuffer[]} buffers - the AudioBuffers to merge together
* @param {AudioContext} ac - An AudioContext instance
*/
static mergeBuffers(buffers, ac) {
// original function from:
// https://github.com/meandavejustice/merge-audio-buffers/blob/master/index.js
var maxChannels = 0;
var maxDuration = 0;
for (let i = 0; i < buffers.length; i++) {
if (buffers[i].numberOfChannels > maxChannels) {
maxChannels = buffers[i].numberOfChannels;
}
if (buffers[i].duration > maxDuration) {
maxDuration = buffers[i].duration;
}
}
var out = ac.createBuffer(
maxChannels,
ac.sampleRate * maxDuration,
ac.sampleRate
);
for (var j = 0; j < buffers.length; j++) {
for (var srcChannel = 0; srcChannel < buffers[j].numberOfChannels; srcChannel++) {
var outt = out.getChannelData(srcChannel);
var inn = buffers[j].getChannelData(srcChannel);
for (let i = 0; i < inn.length; i++) {
outt[i] += inn[i];
}
out.getChannelData(srcChannel).set(outt, 0);
}
}
return out;
}
/**
* Crops an AudioBuffer to a given length.
* @param {AudioBuffer} originalBuffer - the buffer to crop
* @param {number} delaySeconds - the time, in seconds, to crop the sound at
* @param {AudioContext} ctx - An AudioContext instance
*/
static cropAudioBuffer (originalBuffer, lengthSeconds, ctx) {
// Create a blank buffer with a length of the crop amount
var croppedBuffer = ctx.createBuffer(
originalBuffer.numberOfChannels,
ctx.sampleRate * lengthSeconds,
ctx.sampleRate,
);
// Copy data from the original buffer into the cropped buffer
for (var srcChannel = 0; srcChannel < croppedBuffer.numberOfChannels; srcChannel++) {
// Retrieve sample data...
var croppedBufferChannelData = croppedBuffer.getChannelData(srcChannel);
var originalBufferChannelData = originalBuffer.getChannelData(srcChannel);
// Copy samples from the original buffer to the cropped buffer
for (var i = 0; i < croppedBufferChannelData.length; i++) {
croppedBufferChannelData[i] = originalBufferChannelData[i];
}
croppedBuffer.getChannelData(srcChannel).set(croppedBufferChannelData, 0);
}
return croppedBuffer;
}
/**
* Adds silence to the beginning of an AudioBuffer with a given length.
* @param {AudioBuffer} originalBuffer - the buffer to pad with silence
* @param {number} delaySeconds - the amount of time, in seconds, to delay the sound
* @param {AudioContext} ctx - An AudioContext instance
*/
static addStartDelayToAudioBuffer (originalBuffer, delaySeconds, ctx) {
// Create buffer with a length equal to the original buffer's length plus the requested delay
var delayedBuffer = ctx.createBuffer(
originalBuffer.numberOfChannels,
ctx.sampleRate * originalBuffer.duration + ctx.sampleRate * delaySeconds,
ctx.sampleRate,
);
// For each channel in the audiobuffer...
for (var srcChannel = 0; srcChannel < originalBuffer.numberOfChannels; srcChannel++) {
// Retrieve sample data...
var delayedBufferChannelData = delayedBuffer.getChannelData(srcChannel);
var originalBufferChannelData = originalBuffer.getChannelData(srcChannel);
// Copy samples from the original buffer to the delayed buffer with an offset equal to the delay
var delayOffset = ctx.sampleRate * delaySeconds;
for (var i = 0; i < delayedBufferChannelData.length; i++) {
delayedBufferChannelData[i + delayOffset] = originalBufferChannelData[i];
}
delayedBuffer.getChannelData(srcChannel).set(delayedBufferChannelData, 0);
}
return delayedBuffer;
}
/**
* Convert a base64 string of an audio file into an AudioBuffer.
* @param {string} base64 - a base64 dataURI of an audio file.
* @param {AudioContext} ctx - an AudioContext instance.
* @param {Function} callback - callback to recieve the generated AudioBuffer
*/
static base64ToAudioBuffer (base64, ctx, callback) {
let base64DataOnly = base64.split(',')[1];
let arraybuffer = Base64ArrayBuffer.decode(base64DataOnly);
ctx.decodeAudioData(arraybuffer, function(audioBuffer) {
callback(audioBuffer);
}, (e) => {
console.log('onError');
console.log(e);
});
}
}
</code></pre>
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