獲取 PCM
數(shù)據(jù)
處理 PCM
數(shù)據(jù)
Float32
轉 Int16
ArrayBuffer
轉 Base64
PCM
文件播放
重采樣
PCM
轉 MP3
PCM
轉 WAV
短時能量計算
Web Worker優(yōu)化性能
音頻存儲(IndexedDB)
WebView
開啟 WebRTC
獲取 PCM 數(shù)據(jù)
查看 DEMO
https://github.com/deepkolos/pc-pcm-wave
樣例代碼:
const mediaStream = await window.navigator.mediaDevices.getUserMedia({
audio: {
// sampleRate: 44100, // 采樣率 不生效需要手動重采樣
channelCount: 1, // 聲道
// echoCancellation: true,
// noiseSuppression: true, // 降噪 實測效果不錯
},
})
const audioContext = new window.AudioContext()
const inputSampleRate = audioContext.sampleRate
const mediaNode = audioContext.createMediaStreamSource(mediaStream)
if (!audioContext.createScriptProcessor) {
audioContext.createScriptProcessor = audioContext.createJavaScriptNode
}
// 創(chuàng)建一個jsNode
const jsNode = audioContext.createScriptProcessor(4096, 1, 1)
jsNode.connect(audioContext.destination)
jsNode.onaudioprocess = (e) => {
// e.inputBuffer.getChannelData(0) (left)
// 雙通道通過e.inputBuffer.getChannelData(1)獲取 (right)
}
mediaNode.connect(jsNode)
簡要流程如下:
start=>start: 開始
getUserMedia=>operation: 獲取MediaStream
audioContext=>operation: 創(chuàng)建AudioContext
scriptNode=>operation: 創(chuàng)建scriptNode并關聯(lián)AudioContext
onaudioprocess=>operation: 設置onaudioprocess并處理數(shù)據(jù)
end=>end: 結束
start->getUserMedia->audioContext->scriptNode->onaudioprocess->end
停止錄制只需要把 audioContext
掛在的 node
卸載即可,然后把存儲的每一幀數(shù)據(jù)合并即可產(chǎn)出 PCM
數(shù)據(jù)
jsNode.disconnect()
mediaNode.disconnect()
jsNode.onaudioprocess = null
PCM 數(shù)據(jù)處理
通過 WebRTC
獲取的 PCM
數(shù)據(jù)格式是 Float32
的, 如果是雙通道錄音的話, 還需要增加合并通道
const leftDataList = [];
const rightDataList = [];
function onAudioProcess(event) {
// 一幀的音頻PCM數(shù)據(jù)
let audioBuffer = event.inputBuffer;
leftDataList.push(audioBuffer.getChannelData(0).slice(0));
rightDataList.push(audioBuffer.getChannelData(1).slice(0));
}
// 交叉合并左右聲道的數(shù)據(jù)
function interleaveLeftAndRight(left, right) {
let totalLength = left.length + right.length;
let data = new Float32Array(totalLength);
for (let i = 0; i < left.length; i++) {
let k = i * 2;
data[k] = left[i];
data[k + 1] = right[i];
}
return data;
}
Float32 轉 Int16
const float32 = new Float32Array(1)
const int16 = Int16Array.from(
float32.map(x => (x > 0 ? x * 0x7fff : x * 0x8000)),
)
arrayBuffer 轉 Base64
注意: 在瀏覽器上有個 btoa() 函數(shù)也是可以轉換為 Base64 但是輸入?yún)?shù)必須為字符串, 如果傳遞 buffer 參數(shù)會先被 toString() 然后再 Base64 , 使用 ffplay 播放反序列化的 Base64 , 會比較刺耳
使用 base64-arraybuffer 即可完成
import { encode } from 'base64-arraybuffer'
const float32 = new Float32Array(1)
const int16 = Int16Array.from(
float32.map(x => (x > 0 ? x * 0x7fff : x * 0x8000)),
)
console.log(encode(int16.buffer))
驗證 Base64 是否正確, 可以在 node 下把產(chǎn)出的 Base64 轉換為 Int16 的 PCM 文件, 然后使用 FFPlay 播放, 看看音頻是否正常播放
PCM 文件播放
# 單通道 采樣率:16000 Int16
ffplay -f s16le -ar 16k -ac 1 test.pcm
# 雙通道 采樣率:48000 Float32
ffplay -f f32le -ar 48000 -ac 2 test.pcm
重采樣/調(diào)整采樣率
雖然 getUserMedia 參數(shù)可設置采樣率, 但是在最新Chrome也不生效, 所以需要手動做個重采樣
const mediaStream = await window.navigator.mediaDevices.getUserMedia({
audio: {
// sampleRate: 44100, // 采樣率 設置不生效
channelCount: 1, // 聲道
// echoCancellation: true, // 減低回音
// noiseSuppression: true, // 降噪, 實測效果不錯
},
})
使用 wave-resampler 即可完成
import { resample } from 'wave-resampler'
const inputSampleRate = 44100
const outputSampleRate = 16000
const resampledBuffers = resample(
// 需要onAudioProcess每一幀的buffer合并后的數(shù)組
mergeArray(audioBuffers),
inputSampleRate,
outputSampleRate,
)
PCM 轉 MP3
import { Mp3Encoder } from 'lamejs'
let mp3buf
const mp3Data = []
const sampleBlockSize = 576 * 10 // 工作緩存區(qū), 576的倍數(shù)
const mp3Encoder = new Mp3Encoder(1, outputSampleRate, kbps)
const samples = float32ToInt16(
audioBuffers,
inputSampleRate,
outputSampleRate,
)
let remaining = samples.length
for (let i = 0; remaining >= 0; i += sampleBlockSize) {
const left = samples.subarray(i, i + sampleBlockSize)
mp3buf = mp3Encoder.encodeBuffer(left)
mp3Data.push(new Int8Array(mp3buf))
remaining -= sampleBlockSize
}
mp3Data.push(new Int8Array(mp3Encoder.flush()))
console.log(mp3Data)
// 工具函數(shù)
function float32ToInt16(audioBuffers, inputSampleRate, outputSampleRate) {
const float32 = resample(
// 需要onAudioProcess每一幀的buffer合并后的數(shù)組
mergeArray(audioBuffers),
inputSampleRate,
outputSampleRate,
)
const int16 = Int16Array.from(
float32.map(x => (x > 0 ? x * 0x7fff : x * 0x8000)),
)
return int16
}
使用 lamejs 即可, 但是體積較大(160+KB), 如果沒有存儲需求可使用 WAV 格式
> ls -alh
-rwxrwxrwx 1 root root 95K 4月 22 12:45 12s.mp3*
-rwxrwxrwx 1 root root 1.1M 4月 22 12:44 12s.wav*
-rwxrwxrwx 1 root root 235K 4月 22 12:41 30s.mp3*
-rwxrwxrwx 1 root root 2.6M 4月 22 12:40 30s.wav*
-rwxrwxrwx 1 root root 63K 4月 22 12:49 8s.mp3*
-rwxrwxrwx 1 root root 689K 4月 22 12:48 8s.wav*
PCM 轉 WAV
function mergeArray(list) {
const length = list.length * list[0].length
const data = new Float32Array(length)
let offset = 0
for (let i = 0; i < list.length; i++) {
data.set(list[i], offset)
offset += list[i].length
}
return data
}
function writeUTFBytes(view, offset, string) {
var lng = string.length
for (let i = 0; i < lng; i++) {
view.setUint8(offset + i, string.charCodeAt(i))
}
}
function createWavBuffer(audioData, sampleRate = 44100, channels = 1) {
const WAV_HEAD_SIZE = 44
const buffer = new ArrayBuffer(audioData.length * 2 + WAV_HEAD_SIZE)
// 需要用一個view來操控buffer
const view = new DataView(buffer)
// 寫入wav頭部信息
// RIFF chunk descriptor/identifier
writeUTFBytes(view, 0, 'RIFF')
// RIFF chunk length
view.setUint32(4, 44 + audioData.length * 2, true)
// RIFF type
writeUTFBytes(view, 8, 'WAVE')
// format chunk identifier
// FMT sub-chunk
writeUTFBytes(view, 12, 'fmt')
// format chunk length
view.setUint32(16, 16, true)
// sample format (raw)
view.setUint16(20, 1, true)
// stereo (2 channels)
view.setUint16(22, channels, true)
// sample rate
view.setUint32(24, sampleRate, true)
// byte rate (sample rate * block align)
view.setUint32(28, sampleRate * 2, true)
// block align (channel count * bytes per sample)
view.setUint16(32, channels * 2, true)
// bits per sample
view.setUint16(34, 16, true)
// data sub-chunk
// data chunk identifier
writeUTFBytes(view, 36, 'data')
// data chunk length
view.setUint32(40, audioData.length * 2, true)
// 寫入PCM數(shù)據(jù)
let index = 44
const volume = 1
const { length } = audioData
for (let i = 0; i < length; i++) {
view.setInt16(index, audioData[i] * (0x7fff * volume), true)
index += 2
}
return buffer
}
// 需要onAudioProcess每一幀的buffer合并后的數(shù)組
createWavBuffer(mergeArray(audioBuffers))
WAV 基本上是 PCM 加上一些音頻信息
簡單的短時能量計算
function shortTimeEnergy(audioData) {
let sum = 0
const energy = []
const { length } = audioData
for (let i = 0; i < length; i++) {
sum += audioData[i] ** 2
if ((i + 1) % 256 === 0) {
energy.push(sum)
sum = 0
} else if (i === length - 1) {
energy.push(sum)
}
}
return energy
}
由于計算結果有會因設備的錄音增益差異較大, 計算出數(shù)據(jù)也較大, 所以使用比值簡單區(qū)分人聲和噪音
查看 DEMO
const NoiseVoiceWatershedWave = 2.3
const energy = shortTimeEnergy(e.inputBuffer.getChannelData(0).slice(0))
const avg = energy.reduce((a, b) => a + b) / energy.length
const nextState = Math.max(...energy) / avg > NoiseVoiceWatershedWave ? 'voice' : 'noise'
Web Worker 優(yōu)化性能
音頻數(shù)據(jù)數(shù)據(jù)量較大, 所以可以使用 Web Worker 進行優(yōu)化, 不卡 UI 線程
在 Webpack 項目里 Web Worker 比較簡單, 安裝 worker-loader 即可
preact.config.js
export default (config, env, helpers) => {
config.module.rules.push({
test: /\.worker\.js$/,
use: { loader: 'worker-loader', options: { inline: true } },
})
}
recorder.worker.js
self.addEventListener('message', event => {
console.log(event.data)
// 轉MP3/轉Base64/轉WAV等等
const output = ''
self.postMessage(output)
}
使用 Worker
async function toMP3(audioBuffers, inputSampleRate, outputSampleRate = 16000) {
const { default: Worker } = await import('./recorder.worker')
const worker = new Worker()
// 簡單使用, 項目可以在recorder實例化的時候創(chuàng)建worker實例, 有并法需求可多個實例
return new Promise(resolve => {
worker.postMessage({
audioBuffers: audioBuffers,
inputSampleRate: inputSampleRate,
outputSampleRate: outputSampleRate,
type: 'mp3',
})
worker.onmessage = event => resolve(event.data)
})
}
音頻的存儲
瀏覽器持久化儲存的地方有 LocalStorage 和 IndexedDB , 其中 LocalStorage 較為常用, 但是只能儲存字符串, 而 IndexedDB 可直接儲存 Blob , 所以優(yōu)先選擇 IndexedDB ,使用 LocalStorage 則需要轉 Base64 體積將會更大
所以為了避免占用用戶太多空間, 所以選擇MP3格式進行存儲
> ls -alh
-rwxrwxrwx 1 root root 95K 4月 22 12:45 12s.mp3*
-rwxrwxrwx 1 root root 1.1M 4月 22 12:44 12s.wav*
-rwxrwxrwx 1 root root 235K 4月 22 12:41 30s.mp3*
-rwxrwxrwx 1 root root 2.6M 4月 22 12:40 30s.wav*
-rwxrwxrwx 1 root root 63K 4月 22 12:49 8s.mp3*
-rwxrwxrwx 1 root root 689K 4月 22 12:48 8s.wav*
IndexedDB 簡單封裝如下, 熟悉后臺的同學可以找個 ORM 庫方便數(shù)據(jù)讀寫
const indexedDB =
window.indexedDB ||
window.webkitIndexedDB ||
window.mozIndexedDB ||
window.OIndexedDB ||
window.msIndexedDB
const IDBTransaction =
window.IDBTransaction ||
window.webkitIDBTransaction ||
window.OIDBTransaction ||
window.msIDBTransaction
const readWriteMode =
typeof IDBTransaction.READ_WRITE === 'undefined'
? 'readwrite'
: IDBTransaction.READ_WRITE
const dbVersion = 1
const storeDefault = 'mp3'
let dbLink
function initDB(store) {
return new Promise((resolve, reject) => {
if (dbLink) resolve(dbLink)
// Create/open database
const request = indexedDB.open('audio', dbVersion)
request.onsuccess = event => {
const db = request.result
db.onerror = event => {
reject(event)
}
if (db.version === dbVersion) resolve(db)
}
request.onerror = event => {
reject(event)
}
// For future use. Currently only in latest Firefox versions
request.onupgradeneeded = event => {
dbLink = event.target.result
const { transaction } = event.target
if (!dbLink.objectStoreNames.contains(store)) {
dbLink.createObjectStore(store)
}
transaction.oncomplete = event => {
// Now store is available to be populated
resolve(dbLink)
}
}
})
}
export const writeIDB = async (name, blob, store = storeDefault) => {
const db = await initDB(store)
const transaction = db.transaction([store], readWriteMode)
const objStore = transaction.objectStore(store)
return new Promise((resolve, reject) => {
const request = objStore.put(blob, name)
request.onsuccess = event => resolve(event)
request.onerror = event => reject(event)
transaction.commit && transaction.commit()
})
}
export const readIDB = async (name, store = storeDefault) => {
const db = await initDB(store)
const transaction = db.transaction([store], readWriteMode)
const objStore = transaction.objectStore(store)
return new Promise((resolve, reject) => {
const request = objStore.get(name)
request.onsuccess = event => resolve(event.target.result)
request.onerror = event => reject(event)
transaction.commit && transaction.commit()
})
}
export const clearIDB = async (store = storeDefault) => {
const db = await initDB(store)
const transaction = db.transaction([store], readWriteMode)
const objStore = transaction.objectStore(store)
return new Promise((resolve, reject) => {
const request = objStore.clear()
request.onsuccess = event => resolve(event)
request.onerror = event => reject(event)
transaction.commit && transaction.commit()
})
}
WebView 開啟 WebRTC
見 WebView WebRTC not working
webView.setWebChromeClient(new WebChromeClient(){
@TargetApi(Build.VERSION_CODES.LOLLIPOP)
@Override
public void onPermissionRequest(final PermissionRequest request) {
request.grant(request.getResources());
}
});
到此這篇關于HTML5錄音實踐總結(Preact)的文章就介紹到這了,更多相關html5錄音內(nèi)容請搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關文章,希望大家以后多多支持腳本之家!