<html lang="en">
<head>
<meta charset="utf-8">
<title>Web Audio API: Simple load + play</title>
</head>
<body>
<p>Example of using the Web Audio API to load a sound file
and start playing on user-click.</p>
<p>The WebAudio API is beyond the scope of this course (covered in the HTML5 part 2 course), but notice that the local file is read as a binary file with <b>reader.readAsArrayBuffer</b>.
<p>
<input type="file" accept="audio/*">
<button onclick="playSound()" disabled>Start</button>
<button onclick="stopSound()" disabled>Stop</button>
<script>
// WebAudio context
var context = new window.AudioContext();
var source = null;
var audioBuffer = null;
function stopSound() {
if (source) {
source.stop();
}
}
function playSound() {
// Build a source node for the audio graph
source = context.createBufferSource();
source.buffer = audioBuffer;
source.loop = false;
// connect to the speakers
source.connect(context.destination);
source.start(0); // Play immediately.
}
function initSound(audioFile) {
// The audio file may be a mp3, we must decode it before playing it from memory
context.decodeAudioData(audioFile, function(buffer) {
// audioBuffer the decoded audio file we're going to work with
audioBuffer = buffer;
// Enable all buttons once the audio file is
// decoded
var buttons = document.querySelectorAll('button');
buttons[0].disabled = false;
buttons[1].disabled = false;
}, function(e) {
console.log('Error decoding file', e);
});
}
// User selects file, read it as an ArrayBuffer and pass to the API.
var fileInput = document.querySelector('input[type="file"]');
fileInput.addEventListener('change', function(e) {
var reader = new FileReader();
reader.onload = function(e) {
initSound(e.target.result);
};
// THIS IS THE INTERESTING PART!
reader.readAsArrayBuffer(this.files[0]);
}, false);
</script>
</body>
</html>
Output
300px
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