Decodeaudiodata safari

While audio on the web no longer requires a plugin, the audio tag brings significant limitations for implementing sophisticated games and interactive applications. The goal of this API is to include capabilities found in modern game audio engines and some of the mixing, processing, and filtering tasks that are found in modern desktop audio production applications. What follows is a gentle introduction to using this powerful API.

An AudioContext is for managing and playing all sounds. To produce a sound using the Web Audio API, create one or more sound sources and connect them to the sound destination provided by the AudioContext instance.

This connection doesn't need to be direct, and can go through any number of intermediate AudioNodes which act as processing modules for the audio signal. This routing is described in greater detail at the Web Audio specification. A single instance of AudioContext can support multiple sound inputs and complex audio graphs, so we will only need one of these for each audio application we create. For WebKit- and Blink-based browsers, you currently need to use the webkit prefix, i. Browser support for different audio formats varies.

The audio file data is binary not textso we set the responseType of the request to 'arraybuffer'.


Once the undecoded audio file data has been received, it can be kept around for later decoding, or it can be decoded right away using the AudioContext decodeAudioData method.

This method takes the ArrayBuffer of audio file data stored in request. A simple audio graph. Once one or more AudioBuffers are loaded, then we're ready to play sounds.

Let's assume we've just loaded an AudioBuffer with the sound of a dog barking and that the loading has finished. Then we can play this buffer with the following code. This playSound function could be called every time somebody presses a key or clicks something with the mouse. The start time function makes it easy to schedule precise sound playback for games and other time-critical applications. However, to get this scheduling working properly, ensure that your sound buffers are pre-loaded.

On older systems, you may need to call noteOn time instead of start time. An important point to note is that on iOS, Apple currently mutes all sound output until the first time a sound is played during a user interaction event - for example, calling playSound inside a touch event handler. You may struggle with Web Audio on iOS "not working" unless you circumvent this - in order to avoid problems like this, just play a sound it can even be muted by connecting to a Gain Node with zero gain inside an early UI event - e.

Of course, it would be better to create a more general loading system which isn't hard-coded to loading this specific sound. There are many approaches for dealing with the many short- to medium-length sounds that an audio application or game would use—here's one way using a BufferLoader class.

The following is an example of how you can use the BufferLoader class. Let's create two AudioBuffers ; and, as soon as they are loaded, let's play them back at the same time. To demonstrate this, let's set up a simple rhythm track.

Probably the most widely known drumkit pattern is the following:. A simple rock drum pattern. Supposing we have loaded the kicksnare and hihat buffers, the code to do this is simple:.This works fine on the browser. But when running it on the iOS device and simulator, I am seeing these errors. We tried different format mp3, ogg, m4a, wav. Nothing works. Anyone knows what this could be? Old topic, but for whomever ends here… still broken in Q2 Moreover, playing multiple files seems bogus here.

Found this stackoverflow topicseems the last answer might lead somewhere. Still trying to create a way to reproduce this in the browser. I can only make it work when the game runs on the device through capacitor. Maybe this will give you a hint as per what goes wrong?

Thank anyway for your attention…. This game has 8 separate mp3 sound files. No errors, it just fails silently:. The 8 other files are still missing:. In my case it was because I was using ogg files, and iOS does not support this file type. Using ogg and MP3 as fallback works perfectly. Hi albert-gonzalez thanks for the info. In my case Capacitor is used to package the phaser game for iOS. Ok so here is my workaround. Still busy trying to figure that one out.

At least it unblocks me releasing a beta demo of my little game….This package provides a subset although it's almost complete of the Web Audio API which works in a reliable and consistent way in every supported browser. In contrast to other popular polyfills standardized-audio-context does not patch or modify anything on the global scope.

In other words, it does not cause any side effects. It can therefore be used safely inside of libraries. It's what's known as a ponyfill. One of the goals of standardized-audio-context is to only implement missing functionality and to avoid rewriting built-in features whenever possible. Please take a look at the paragraph about the browser support below for more information.

There are of course some things which cannot be faked in a way that makes them as performant as they could be when implemented natively. The most obvious amongst those things is the AudioWorklet. Please have a look at the list of all supported methods below for more detailed information. The standardized-audio-context is available on npm and can be installed as usual. It is also possible to load standardized-audio-context with a service like jspm.

The import statement from above would then need to be changed to point to a URL. The following snippet will for example produce a nice and clean as well as annoying sine wave. An alternative approach would be to use the AudioNode constructors the OscillatorNode constructor in this case instead of the factory methods. This is an almost complete implementation of the AudioContext interface.

It only misses the createScriptProcessor method which is deprecated anyway. Creating the fifth AudioContext will throw an UnknownError. This is an almost complete implementation of the OfflineAudioContext interface.

This means it will only provide the performance improvements that you would normally expect from using an AudioWorklet in Chrome, Edge, Firefox and Opera. It also means that the total number of channels of all inputs plus the number of all parameters can't be larger than six.

media-source-buffer example doesn't work in Safari

It gets isolated in a basic way to midi piano riffs the AudioWorkletGlobalScope but that can't be done in a way which makes it impossible for an attacker to break out of that sandbox. This should not be a problem unless you load an AudioWorklet from an untrusted source. This is an implementation of the createAnalyser factory method.

The AnalyserNode constructor may be used as an alternative.It is supposed to work under Firefox, Safari and Safari iPad is veri desireable. This seems to work great under Firefox but Safari seems to have a delay whenever you click, even when you click several times and the audio file has loaded. On Safari on iPad it behaves almost unpredictably. Also, Safari's performance seems to improve when I test locally, I'm guessing Safari is downloading the file each time.

Is this possible? How can I avoid this? Seems to apply here as well:. In Safari on iOS for all devices, including iPadwhere the user may be on a cellular network and be charged per data unit, preload and autoplay are disabled. No data is loaded until the user initiates it. Source: Safari Developer Library.

The problem with Safari is that it puts a request every time for the audio file being played. You can try creating an HTML5 cache manifest. Unfortunately my experience has been that you can only add to the cache one audio file at a time. A workaround might be to merge all your audio files sequentially into a single audio file, and start playing at a specific position depending on the sound needed. You can create an interval to track the current play position and pause it once it has reached a certain time stamp.

From the Safari Developer Library :. This means the JavaScript play and load methods are also inactive until the user initiates playback, unless the play or load method is triggered by user action.

Update 2: jsFiddle here. Seems to work. I am having this same issue. What is odd is that I am preloading the file. But with WiFi it plays fine, but on phone data, there is a long delay before starting. I thought that had something to do with load speeds, but I do not start playing my scene until all images and the audio file are loaded. Any suggestions would be great. I know this isn't an answer but I thought it better that making a dup post.

AudioContext window. From the Safari Developer Library : In Safari on iOS for all devices, including iPadwhere the user may be on a cellular network and be charged per data unit, preload and autoplay are disabled. Remember: Google is your best friend. They're brandmeister support only.Please check the errata for any errors or issues reported since publication.

W3C liabilitytrademark and permissive document license rules apply. This specification describes a high-level Web API for processing and synthesizing audio in web applications. The primary paradigm is of an audio routing graph, where a number of AudioNode objects are connected together to define the overall audio rendering. The Introduction section covers the motivation behind this specification.

This section describes the status of this document at the time of its publication. Other documents may supersede this document. A W3C Recommendation is a specification that, after extensive consensus-building, has received the endorsement of the W3C and its Members.

W3C recommends the wide deployment of this specification as a standard for the Web. Future updates to this Recommendation may incorporate new features. If you wish to make comments regarding this document, please file an issue on the specification repository or send them to public-audio w3.

An implementation report is available. This document was produced by a group operating under the W3C Patent Policy. W3C maintains a public list of any patent disclosures made in connection with the deliverables of the group; that page also includes instructions for disclosing a patent.

An individual who has actual knowledge of a patent which the individual believes contains Essential Claim s must disclose the information in accordance with section 6 of the W3C Patent Policy. Audio on the web h3 error in ac been fairly primitive up to this point and until very recently has had to be delivered through plugins such as Flash and QuickTime.

The introduction of the audio element in HTML5 is very important, allowing for basic streaming audio playback. But, it is not powerful enough to handle more complex audio applications. For sophisticated web-based games or interactive applications, another solution is required. It is a goal of this specification to include the capabilities found in modern game audio engines as well as some of the mixing, processing, and filtering tasks that are found in modern desktop audio production applications.

The APIs have been designed with a wide variety of use cases [webaudio-usecases] in mind. That said, modern desktop audio software can have very advanced capabilities, some of which would be difficult or impossible to build with this system. Nevertheless, the proposed system will be quite capable of supporting a large range of reasonably complex games and interactive applications, including musical ones.

And it can be a very good complement to the more advanced graphics features offered by WebGL. The API has been designed so that more advanced capabilities can be added at a later time. Sample-accurate scheduled sound playback with low latency for musical applications requiring a very high degree of rhythmic precision such as drum machines and sequencers. This also includes the possibility of dynamic creation of effects. Processing of audio sources from an audio or video media element.

Processing live audio input using a MediaStream from getUserMedia. Sending a generated or processed audio stream to a remote peer using a MediaStreamAudioDestinationNode and [webrtc]. Audio stream synthesis and processing directly using scripts. Spatialized audio supporting a wide range of 3D games and immersive environments:. A convolution engine for a wide range of linear effects, especially very high-quality room effects. Here are some examples of possible effects:. Modular routing allows arbitrary connections between different AudioNode objects.

A source node has no inputs and a single output. A destination node has one input and no outputs. Other nodes such as filters can be placed between the source and destination nodes. For example, if a mono audio stream is connected to a stereo input it should just mix to left and right channels appropriately.Find centralized, trusted content and collaborate around the technologies you use most. Connect and share knowledge within a single location that is structured and easy to search.

Since every browser supports a different set of codecs I can only recommend Decode this! The Web Audio API doesn't require the browsers to support each and every codec which is why the codec support differs from browser to browser. But browsers are required to reject decodeAudioData with an EncodingError in case they can't decode something.

Safari does just reject null for some files which is a bug. If you want Safari to behave consistently you could use standardized-audio-context which has a fix for that. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Collectives on Stack Overflow. Learn more. Asked 2 years, 1 month ago. Active 1 year, 11 months ago. Viewed times. I want to decode. AudioContext window as any.

Have a test file? Which exact Safari version?

javascript - AudioContext.decodeAudioData(...) 不适用于 iPhone,但适用于其他任何地方 - 程序调试信息网

Mobile or Desktop? Happy to have a look. Add a comment. Active Oldest Votes. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown.If I follow the debug links found attached to the error in Chrome DevTools, it seems to originate from this line in the AudioHandler function also pictured in the screenshots.

It's definitely happening on my end eventually with this set of mp3s. Trying again with a fork but just stuffing more files in it. I've been trying for the last 30mins and been only able to reproduce it that one time :.

I can't reproduce this on Safari The audio files in the Flappy brid project are also mp3s, not m4as. Ah, hm I'll see if I can increase its reproducibility so its more like what we're seeing in our main project and I'll message you when it's easier to see.

I've added you like before. Confirmed reproducible. Not sure what is causing the issue at the moment tbh. I'm wondering if there is a MP3 limit somewhere on the browser? I've tried it on a similar 4G Android device with a few more MP3s and it does the same thing, crashes the browser. You will have to work around this issue by loading and using assets that you need at a time.

Tried it on an Android device with 12GB of RAM and that load the scene fine so its looking more to be a memory constraint.

I suspected as much. It's strange since the Mozilla Realities browser on Quest 2 has no problem, it might just be Oculus Browser specific. An MP3 limit would be fascinating Hmm, I wonder if it be worth trying to load and unload a bunch of MP3s will cause the same issue? If it does, maybe there's s bug with unloading audio assets either in the engine or browser?

Yeah that's exactly what I tested out in that first shared project. The decodeAudioData() method of the BaseAudioContext Interface is used to asynchronously decode audio file data contained in an ArrayBuffer.

As of today, Safari still doesn't support decoding OGG files with decodeAudioData(). Since every browser supports a different set of codecs. › AudioContext-decodeAudioData-не-ра. Safari не знает обещания, основанного на decodeAudioData. Вам придется использовать обратные вызовы. bedenica.euAudioData(arrayBuffer, (buffer). Safari Desktop +; Safari Mobile +. Framework. WebKit JS. Declaration. void decodeAudioData(ArrayBuffer audioData, AudioBufferCallback? does not work on safari (Version () on OSX ) Steps to. Note: This example does not work in Safari, due to some kind of bug. decodeAudioData(audioData, function(buffer) { myBuffer = buffer.

AudioContext.decodeAudioData (...) не работает на iPhone, но работает везде

However currently it is supported only for the HTML element. Web Audio's decodeAudioData() still fails to decode WebM Opus. This breaks. My problem here is the function: bedenica.euAudioData(arrayBuffer) is not working on iPhone (tried on Safari and Chrome) nor Mac (Safari). I am using getUserMedia() and a mediaRecorder to record audio, which I then store as base64 encoded text on a server.

Later, it's retrieved from the server. } return bedenica.euAudioData(buffer); }. For a part of files that metadata contain invalid character(in my testing they are chinese characters). On Android & any desktop browser, the operate works positive (this contains Safari on Mac).,Right here is the code used to make this request. BaseAudioContext API: decodeAudioData · Global · IE · Edge * · Firefox · Chrome · Safari · Opera · Safari on iOS *. decodeAudioData failing for some mp3s in Safari · Matt Colman Follow.

Love Run. Pen Editor Menu. Settings. Change View. Use Left Layout Use Top Layout. Setting the sampleRate is not supported in Safari so far. decodeAudioData(audioData: ArrayBuffer, successCallback?. If successCallback is not missing, invoke successCallback with buffer. Arguments for the bedenica.euAudioData() method. Parameter. decodeAudioData(arrayBuffer)).then(audioBuffer => { // and now we play!

}) === 2) { // Safari // hack, hack! }. Playing cached audio for offline use on iOS Safari has long been a the audio data using the Web Audio API's decodeAudioData() method. After a feature ships in Chrome, the values listed here are not guaranteed to be up to date. Firefox: No signal; Safari: No signal; Web. decodeAudioData example does not work on Safari decodeAudioData(audioData, function(buffer) { myBuffer = buffer; songLength = bedenica.euon.