如何创建和正确调度 AudioBufferSource 节点?
How to create and properly schedule AudioBufferSource nodes?
我正在尝试使用 Javascript 开发节拍器。我按照 this article 中的说明创建了一个调度程序,它经常被调用并调度 'ticks',它存在于一个名为 ticksInQueue
的数组中。我希望 'ticks' 是节拍器的实际声音,而不是振荡器产生的频率。
振荡器
function scheduler() {
while (nextTickTime < audioContext.currentTime + lookahead) { // while there are notes that will need to play before the next interval
ticksInQueue.push({tick: currentTick, time: nextTickTime}); // push the note on the queue, even if we're not playing.
//create an oscillator
var osc = audioContext.createOscillator();
osc.connect(audioContext.destination);
osc.frequency.value = 440.0;
osc.start(nextTickTime);
osc.stop(nextTickTime + 0.1);
nextTickTime += 60.0 / tempo; // Add beat length to last beat time
currentTick = currentTick + 1; // Advance the beat number, wrap to zero
if (currentTick === 5) {
currentTick = 0;
}
}
}
按照 this video tutorial 如何创建 AudioBufferSource
节点,我编写了这段代码,在加载 window 时执行。
audioContext = new AudioContext();
request = new XMLHttpRequest();
request.open("GET", "tick.mp3", true);
request.responseType = "arraybuffer";
function onDecoded(buffer) {
bufferSource = audioContext.createBufferSource();
bufferSource.buffer = buffer;
bufferSource.connect(audioContext.destination);
}
request.onload = function () {
// audio data is in request.response
audioContext.decodeAudioData(request.response, onDecoded);
};
request.send();
但是,如果我用缓冲区替换振荡器,如下所示,控制台会告诉我“Uncaught InvalidStateError: Failed to execute 'start' on 'AudioBufferSourceNode': cannot call start more than once.
”
AudioBufferSource
function scheduler() {
while (nextTickTime < audioContext.currentTime + lookahead) {
ticksInQueue.push({tick: currentTick, time: nextTickTime});
//Changed code
bufferSource.start(nextTickTime);
bufferSource.stop(nextTickTime + 0.1);
nextTickTime += 60.0 / tempo; // Add beat length to last beat time
currentTick = currentTick + 1; // Advance the beat number, wrap to zero
if (currentTick === 5) {
currentTick = 0;
}
}
}
是的,您需要为每个 "tick" 创建一个 BufferSource。 (它们共享缓冲区,但缓冲区源是一次性节点。)
所以,像这样:
var the_buffer=null;
function onDecoded(buffer) {
the_buffer=buffer;
}
function playTick() {
if (the_buffer) { // make sure it's been decoded
var bufferSource = audioContext.createBufferSource();
bufferSource.buffer = the_buffer;
bufferSource.connect(audioContext.destination);
bufferSource.start(0);
// bufferSource will get auto-garbage-collected when it's done playing.
}
}
现在,将调度程序中的振荡器代码替换为对 playTick() 的调用;
我正在尝试使用 Javascript 开发节拍器。我按照 this article 中的说明创建了一个调度程序,它经常被调用并调度 'ticks',它存在于一个名为 ticksInQueue
的数组中。我希望 'ticks' 是节拍器的实际声音,而不是振荡器产生的频率。
振荡器
function scheduler() {
while (nextTickTime < audioContext.currentTime + lookahead) { // while there are notes that will need to play before the next interval
ticksInQueue.push({tick: currentTick, time: nextTickTime}); // push the note on the queue, even if we're not playing.
//create an oscillator
var osc = audioContext.createOscillator();
osc.connect(audioContext.destination);
osc.frequency.value = 440.0;
osc.start(nextTickTime);
osc.stop(nextTickTime + 0.1);
nextTickTime += 60.0 / tempo; // Add beat length to last beat time
currentTick = currentTick + 1; // Advance the beat number, wrap to zero
if (currentTick === 5) {
currentTick = 0;
}
}
}
按照 this video tutorial 如何创建 AudioBufferSource
节点,我编写了这段代码,在加载 window 时执行。
audioContext = new AudioContext();
request = new XMLHttpRequest();
request.open("GET", "tick.mp3", true);
request.responseType = "arraybuffer";
function onDecoded(buffer) {
bufferSource = audioContext.createBufferSource();
bufferSource.buffer = buffer;
bufferSource.connect(audioContext.destination);
}
request.onload = function () {
// audio data is in request.response
audioContext.decodeAudioData(request.response, onDecoded);
};
request.send();
但是,如果我用缓冲区替换振荡器,如下所示,控制台会告诉我“Uncaught InvalidStateError: Failed to execute 'start' on 'AudioBufferSourceNode': cannot call start more than once.
”
AudioBufferSource
function scheduler() {
while (nextTickTime < audioContext.currentTime + lookahead) {
ticksInQueue.push({tick: currentTick, time: nextTickTime});
//Changed code
bufferSource.start(nextTickTime);
bufferSource.stop(nextTickTime + 0.1);
nextTickTime += 60.0 / tempo; // Add beat length to last beat time
currentTick = currentTick + 1; // Advance the beat number, wrap to zero
if (currentTick === 5) {
currentTick = 0;
}
}
}
是的,您需要为每个 "tick" 创建一个 BufferSource。 (它们共享缓冲区,但缓冲区源是一次性节点。)
所以,像这样:
var the_buffer=null;
function onDecoded(buffer) {
the_buffer=buffer;
}
function playTick() {
if (the_buffer) { // make sure it's been decoded
var bufferSource = audioContext.createBufferSource();
bufferSource.buffer = the_buffer;
bufferSource.connect(audioContext.destination);
bufferSource.start(0);
// bufferSource will get auto-garbage-collected when it's done playing.
}
}
现在,将调度程序中的振荡器代码替换为对 playTick() 的调用;