HTML5怎么实现录音和播放功能

HTML5怎么实现录音和播放功能,第1张

<span style="white-space:pre"> </span><audio controls autoplay></audio>

<input type="button" value="开始录音" onclick="startRecording()"/>

<input type="button" value="获取录音" onclick="obtainRecord()"/>

<input type="button" value="停止录音" onclick="stopRecord()"/>

<input type="button" value="播放录音" onclick="playRecord()"/>

<video id="video1" width="320px" height="240px" controls autoplay ></video>

<video id="video2" width="320px" height="240px" controls autoplay ></video>

<canvas id="canvas1" width="320" height="240"></canvas>

<input type="button" value="拍摄" onclick="scamera()"/>

<input type="button" value="播放视频" onclick="playVideo()"/>

js文件:

[javascript] view plain copy(function (window) {

//兼容

window.URL = window.URL || window.webkitURL

navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia

var HZRecorder = function (stream, config) {

config = config || {}

config.sampleBits = config.sampleBits || 8 //采样数位 8, 16

config.sampleRate = config.sampleRate || (44100 / 6) //采样率(1/6 44100)

//创建一个音频环境对象

audioContext = window.AudioContext || window.webkitAudioContext

var context = new audioContext()

//将声音输入这个对像

var audioInput = context.createMediaStreamSource(stream)

//设置音量节点

var volume = context.createGain()

audioInput.connect(volume)

//创建缓存,用来缓存声音

var bufferSize = 4096

// 创建声音的缓存节点,createScriptProcessor方法的

// 第二个和第三个参数指的是输入和输出都是双声道。

var recorder = context.createScriptProcessor(bufferSize, 2, 2)

var audioData = {

size: 0 //录音文件长度

, buffer: [] //录音缓存

, inputSampleRate: context.sampleRate//输入采样率

, inputSampleBits: 16 //输入采样数位 8, 16

, outputSampleRate: config.sampleRate//输出采样率

, oututSampleBits: config.sampleBits //输出采样数位 8, 16

, input: function (data) {

this.buffer.push(new Float32Array(data))

this.size += data.length

}

, compress: function () { //合并压缩

//合并

var data = new Float32Array(this.size)

var offset = 0

for (var i = 0i <this.buffer.lengthi++) {

data.set(this.buffer[i], offset)

offset += this.buffer[i].length

}

//压缩

var compression = parseInt(this.inputSampleRate / this.outputSampleRate)

var length = data.length / compression

var result = new Float32Array(length)

var index = 0, j = 0

while (index <length) {

result[index] = data[j]

j += compression

index++

}

return result

}

, encodeWAV: function () {

var sampleRate = Math.min(this.inputSampleRate, this.outputSampleRate)

var sampleBits = Math.min(this.inputSampleBits, this.oututSampleBits)

var bytes = this.compress()

var dataLength = bytes.length * (sampleBits / 8)

var buffer = new ArrayBuffer(44 + dataLength)

var data = new DataView(buffer)

var channelCount = 1//单声道

var offset = 0

var writeString = function (str) {

for (var i = 0i <str.lengthi++) {

data.setUint8(offset + i, str.charCodeAt(i))

}

}

// 资源交换文件标识符

writeString('RIFF')offset += 4

// 下个地址开始到文件尾总字节数,即文件大小-8

data.setUint32(offset, 36 + dataLength, true)offset += 4

// WAV文件标志

writeString('WAVE')offset += 4

// 波形格式标志

writeString('fmt ')offset += 4

// 过滤字节,一般为 0x10 = 16

data.setUint32(offset, 16, true)offset += 4

// 格式类别 (PCM形式采样数据)

data.setUint16(offset, 1, true)offset += 2

// 通道数

data.setUint16(offset, channelCount, true)offset += 2

// 采样率,每秒样本数,表示每个通道的播放速度

data.setUint32(offset, sampleRate, true)offset += 4

// 波形数据传输率 (每秒平均字节数) 单声道×每秒数据位数×每样本数据位/8

data.setUint32(offset, channelCount * sampleRate * (sampleBits / 8), true)offset += 4

// 快数据调整数 采样一次占用字节数 单声道×每样本的数据位数/8

data.setUint16(offset, channelCount * (sampleBits / 8), true)offset += 2

// 每样本数据位数

data.setUint16(offset, sampleBits, true)offset += 2

// 数据标识符

writeString('data')offset += 4

// 采样数据总数,即数据总大小-44

data.setUint32(offset, dataLength, true)offset += 4

// 写入采样数据

if (sampleBits === 8) {

for (var i = 0i <bytes.lengthi++, offset++) {

var s = Math.max(-1, Math.min(1, bytes[i]))

var val = s <0 ? s * 0x8000 : s * 0x7FFF

val = parseInt(255 / (65535 / (val + 32768)))

data.setInt8(offset, val, true)

}

} else {

for (var i = 0i <bytes.lengthi++, offset += 2) {

var s = Math.max(-1, Math.min(1, bytes[i]))

data.setInt16(offset, s <0 ? s * 0x8000 : s * 0x7FFF, true)

}

}

return new Blob([data], { type: 'audio/wav' })

}

}

//开始录音

this.start = function () {

audioInput.connect(recorder)

recorder.connect(context.destination)

}

//停止

this.stop = function () {

recorder.disconnect()

}

//获取音频文件

this.getBlob = function () {

this.stop()

return audioData.encodeWAV()

}

//回放

this.play = function (audio) {

audio.src = window.URL.createObjectURL(this.getBlob())

}

//上传

this.upload = function (url, callback) {

var fd = new FormData()

fd.append('audioData', this.getBlob())

var xhr = new XMLHttpRequest()

if (callback) {

xhr.upload.addEventListener('progress', function (e) {

callback('uploading', e)

}, false)

xhr.addEventListener('load', function (e) {

callback('ok', e)

}, false)

xhr.addEventListener('error', function (e) {

callback('error', e)

}, false)

xhr.addEventListener('abort', function (e) {

callback('cancel', e)

}, false)

}

xhr.open('POST', url)

xhr.send(fd)

}

//音频采集

recorder.onaudioprocess = function (e) {

audioData.input(e.inputBuffer.getChannelData(0))

//record(e.inputBuffer.getChannelData(0))

}

}

//抛出异常

HZRecorder.throwError = function (message) {

throw new function () { this.toString = function () { return message}}

}

//是否支持录音

HZRecorder.canRecording = (navigator.getUserMedia != null)

//获取录音机

HZRecorder.get = function (callback, config) {

if (callback) {

if (navigator.getUserMedia) {

navigator.getUserMedia(

{ audio: true } //只启用音频

, function (stream) {

var rec = new HZRecorder(stream, config)

callback(rec)

}

, function (error) {

switch (error.code || error.name) {

case 'PERMISSION_DENIED':

case 'PermissionDeniedError':

HZRecorder.throwError('用户拒绝提供信息。')

break

case 'NOT_SU

Safari不支持HTML5录音。

现在浏览器中最好的解决方案是WebRTC下的 navigator.getUserMedia API。

可是当使用Can I use查看兼容性的时候,

在前端做分状态异步加载,当我检测到浏览器支持相关API(getUserMedia),直接切换到HTML5模式,Div中装载Canvas、WebWorker等等;反之,就加载Flash控件。

事实上Audio和Video标签是Safari 3.1以后开始支持的,至于之前的Safari基本上就靠Quicktime了。

另外支不支持HTML5 API,取决的是浏览器实现,和系统关系不大。


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原文地址: http://outofmemory.cn/zaji/7112637.html

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