audio-buffer | AudioBuffer class for node/browser | Runtime Evironment library

 by   audiojs JavaScript Version: 4.0.4 License: MIT

kandi X-RAY | audio-buffer Summary

kandi X-RAY | audio-buffer Summary

audio-buffer is a JavaScript library typically used in Server, Runtime Evironment, Nodejs, NPM applications. audio-buffer has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can install using 'npm i audio-buffer' or download it from GitHub, npm.

AudioBuffer class for node/browser
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            kandi-support Support

              audio-buffer has a low active ecosystem.
              It has 70 star(s) with 2 fork(s). There are 15 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 1 open issues and 6 have been closed. On average issues are closed in 275 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of audio-buffer is 4.0.4

            kandi-Quality Quality

              audio-buffer has no bugs reported.

            kandi-Security Security

              audio-buffer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              audio-buffer is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              audio-buffer releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.

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            audio-buffer Key Features

            No Key Features are available at this moment for audio-buffer.

            audio-buffer Examples and Code Snippets

            No Code Snippets are available at this moment for audio-buffer.

            Community Discussions

            QUESTION

            Web Audio API Memory Leak
            Asked 2018-Nov-12 at 14:02

            How should a web-audio-api AudioNode be cleaned up so that its memory is released? I am calling oscillatorNode.stop() and oscillatorNode.disconnect() based on this post, but it doesn't seem to help, and I end up with memory leaks. This post doesn't apply because I'm removing the references as soon as I stop the oscillatorNode.

            I created a sample website that shows the issue. Here are the steps to reproduce.

            1. Create a local html file and run the below code snippet in chrome on a desktop or laptop with dev tools open.
            2. Create a heap snapshot.
            3. Click the "Go" button.
            4. Periodically create another heap snapshot.
            5. Notice that the memory keeps rising, even after running the garbage collector. Why?

            ...

            ANSWER

            Answered 2018-Nov-12 at 13:58

            According to this post, "When the oscillator stops it should automatically disconnect itself from any downstream nodes". However, due to this bug in chrome (thanks James Lawruk for finding this), it doesn't actually clean itself up.

            This comment from that bug report mentions

            The issue is that because disconnect() is called right after stop(), the oscillator is disconnected from the destination, so any processing associated with stop() is never done. This also includes not actually stopping the oscillator because it takes at least one render quantum to do that. Since it was disconnected, that render quantum never happens.

            So with that in mind, I attached to the oscillatorNode.onended event and call disconnect in that callback, and no more memory leaks!

            Here's the code:

            Source https://stackoverflow.com/questions/53241345

            QUESTION

            How to decode AAC compressed frames to PCM using AudioConverterFillComplexBuffer iOS
            Asked 2018-Jul-30 at 07:06

            I want to implement SIP calls in my application, and first problem, that I need to solve, is converting audio from compressed AAC format with ADTS header to linear PCM.

            My input data is an NSArray of ADTS frames with different framesize. Each frame is typeof NSMutableData. Each frame is of the same format and sample rate, only difference is framesize.

            I tried to implement sample code, suggested by Igor Rotaru for this issue, but can't make it work.

            Now my code looks like this. First of all, I configure the AudioConverter:

            ...

            ANSWER

            Answered 2017-Jun-02 at 10:24

            Finally, I decoded my bytes with StreamingKit library (original reposiory can be found here).

            Source https://stackoverflow.com/questions/42959295

            QUESTION

            Call to AudioBufferSourceNode.start() not playing sound
            Asked 2017-Oct-09 at 14:49

            What the code in my fiddle tries to do is

            • Play a "header" sound

            • Subsequently play the body/main content sound which should have a background track supporting it

            • Lastly, play an outro/footer sound

            My needs are slightly similar to this thread Mixing two audio buffers, put one on background of another by using web Audio Api with minor differences here and there although I don't understand all the promises in that thread. However, I believe my code is held back by a tiny oversight. So far, I'm unable to test which of the outlined steps are successful because calls to AudioBufferSourceNode.start() do not initiate play behavior in the speakers.

            Also I inspected what data is in the processed or resulting ArrayBuffers. It appears at every point/index, the array holds 0 (which probably means it's full of white noise but should play anyway). You might observe I'm using OfflineAudioContext instances at times. I intend to pipe the ultimate buffer to a library that would export it to MP3 format.

            The code can be found at this fiddle. You can use any locally hosted audio files at your convenience

            ...

            ANSWER

            Answered 2017-Oct-09 at 14:49

            First of all, you can't call createMediaElementSource on an OfflineAudioContext; you have to use an AudioContext. Second, you probably should only create and use one AudioContext.

            Source https://stackoverflow.com/questions/46644886

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install audio-buffer

            You can install using 'npm i audio-buffer' or download it from GitHub, npm.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            Install
          • npm

            npm i audio-buffer

          • CLONE
          • HTTPS

            https://github.com/audiojs/audio-buffer.git

          • CLI

            gh repo clone audiojs/audio-buffer

          • sshUrl

            git@github.com:audiojs/audio-buffer.git

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