r-audio | React components for building Web Audio graphs | Audio Utils library

 by   bbc JavaScript Version: 1.2.0 License: Non-SPDX

kandi X-RAY | r-audio Summary

kandi X-RAY | r-audio Summary

r-audio is a JavaScript library typically used in Audio, Audio Utils, React applications. r-audio has no bugs, it has no vulnerabilities and it has low support. However r-audio has a Non-SPDX License. You can install using 'npm i r-audio' or download it from GitHub, npm.

A library of React components for building Web Audio graphs.
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            kandi-support Support

              r-audio has a low active ecosystem.
              It has 161 star(s) with 12 fork(s). There are 17 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 1 open issues and 1 have been closed. On average issues are closed in 10 days. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of r-audio is 1.2.0

            kandi-Quality Quality

              r-audio has 0 bugs and 0 code smells.

            kandi-Security Security

              r-audio has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              r-audio code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              r-audio has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              r-audio releases are available to install and integrate.
              Deployable package is available in npm.
              Installation instructions, examples and code snippets are available.
              r-audio saves you 6 person hours of effort in developing the same functionality from scratch.
              It has 19 lines of code, 0 functions and 45 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            r-audio Key Features

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

            r-audio Examples and Code Snippets

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

            Community Discussions

            QUESTION

            I can't make a new Audio(url).play() to stop by new Audio(url).pause()
            Asked 2021-Apr-20 at 15:47

            What I want to achieve: To stop a previously started sound when a new is started. What I have now: The sounds plays simultanously, none of them is stopping. The probably reason: Wrong logic statement in a line if (audio.played && audio.paused){. Before you judge me for not trying hard enough - I am trying to solve this from 3 days, I am a beginner. It should take me a few minutes, even an hour. I tried in several combinations.At the end I listed several websites which I tried and I still haven't solved it. In all answers is something similar but still I can't made a browser to chose, always only one part is executed either audio.play() or audio.pause() in the log. It works but not as I want and these logical statements are like on other informations on the forum. At the end of the message you can see all similar topics I already tried several times. I kept just as clear code as possible and I want to do it this way, in vanilla javascript because I won't deal for now with anything more complicated. An audio url is taken from modified id on click, the audios are on my disk. It works, I made some mistake in line if (audio.played && audio.paused){ Any ideas except giving up and changing a hobby?

            ...

            ANSWER

            Answered 2021-Apr-20 at 15:47

            Never give up, and don't change a hobby. :) Possible solution from one hobbyist, too:

            Source https://stackoverflow.com/questions/67174148

            QUESTION

            building Gstreamer mpegts project with Cmake
            Asked 2021-Feb-26 at 01:08

            We are trying to use Gstreamer's mpegts pluging to record a video stream stream using the following Gstreamer example code https://gstreamer.freedesktop.org/documentation/mpegtsmux/mpegtsmux.html?gi-language=c. When we compile the code using gcc mpegtstest.c -o mpegtstest `pkg-config --cflags --libs gstreamer-1.0 gstreamer-mpegts-1.0` -v everything works as expected and the program records with no issues. We are now trying to compile the code using cmake and make. cmake generates correctly but make fails with error. /usr/bin/ld: cannot find -lgstreamer-mpegts-1.0.

            CMakeLists.txt

            ...

            ANSWER

            Answered 2021-Feb-26 at 01:08

            Based on your cmake output, I'd guess that you're using a version of FindGStreamer.cmake cribbed from WebKit. If that's the case, the variable you want to use is GSTREAMER_MPEGTS_INCLUDE_DIRS. Note the lack of a hyphen in the variable name.

            If that's not the case, use a simple message() statement before the use of a variable to show you its value during the cmake step.

            In your CMakeLists.txt:

            Source https://stackoverflow.com/questions/66361327

            QUESTION

            AudioPlayers does not work on iOS | Flutter plugin
            Asked 2021-Feb-08 at 12:48

            I am creating a Flutter plugin. Currently, the code:

            1. Synthesises an String into an audio file
            2. Gets the path to the file
            3. Plays the audio file using audioplayers

            When I run the application in Android, it perfectly works. Nevertheless, when I run it on iOS, it does not (assuming relates permissions/restrictions)

            ...

            ANSWER

            Answered 2021-Feb-05 at 09:16

            In the end, I realised that the problem was related to AVAudioSession and its session management. Both libraries, flutter_tts and audioplayers make use of it and therefore they could overlay it other.

            I had to change the method to the following:

            Source https://stackoverflow.com/questions/66006271

            QUESTION

            Move button to the top of the div
            Asked 2021-Jan-22 at 14:58

            How do I move my more button from being aligned in the middle of the div, to being aligned to the top of the div (where the x mark is)?

            Here is my jsfiddle: https://jsfiddle.net/z6syuLfv/.

            My code is as follows:

            ...

            ANSWER

            Answered 2021-Jan-22 at 14:58

            Add align-self: flex-start to .course-sidebar-audio-item-toolbar-menu-container:

            Edit: To move the contained button even further up, also add line-height: 0;. That way the button is aligned to the top border of .course-sidebar-audio-item-toolbar-menu-container.

            There are other ways which lead to the same result, this is just one of them.

            Source https://stackoverflow.com/questions/65847084

            QUESTION

            Side by side div elements with float for audio item
            Asked 2021-Jan-22 at 12:35

            I'm trying to recreate the element below:

            But for some reason, I am struggling to position the elements correctly using flexbox. I've posted a fiddle here: https://jsfiddle.net/10qpkeg3/.

            HTML:

            ...

            ANSWER

            Answered 2021-Jan-22 at 12:30
            .course-sidebar-audio-item-container {
              display: flex;
              align-items: center;
              width: 100%
            }
            
            .course-sidebar-audio-item-icon-container {
              align-items: center;
              align-self: flex-start;
              display: flex;
              flex-shrink: 0;
              height: 56px;
              justify-content: center;
              width: 40%;
              background-color: rgba(80, 102, 144, 0.1);
              color: #506690;
              border-radius: 4px;
              cursor: pointer;
            }
            
            .course-sidebar-audio-item-icon-container:hover {
              background-color: rgba(80, 102, 144, 0.15);
              transition: background-color 0.15s ease-in-out;
            }
            
            .course-sidebar-audio-item-icon {
              align-items: center;
              justify-content: center;
              width: 20%;
              margin-top:32px;
              margin-left:12px;
              height: 100%;
              position: relative;
              vertical-align: text-bottom;
              box-sizing: border-box;
            }
            
            .course-sidebar-audio-item-details {
              -webkit-font-smoothing: antialiased;
              font-weight: 400;
              cursor: pointer;
              user-select: none;
              -webkit-tap-highlight-color: rgba(0, 0, 0, 0);
              width: 100%;  
              padding-left: 2px;
            }
            
            .course-sidebar-audio-item-title {
              word-break:break-word;
              text-align:center;
            }
            

            Source https://stackoverflow.com/questions/65845091

            QUESTION

            I can't mute an AudioContext
            Asked 2020-Aug-31 at 23:45

            I'm trying for the first time to use Web Audio API in Javascript.

            For a personal project i'm trying to control the volume, but I have some difficulties.

            I'm using this git project : https://github.com/kelvinau/circular-audio-wave

            In this project I added this function that use in the function play() :

            ...

            ANSWER

            Answered 2020-Aug-31 at 23:45

            From what you are describing it sounds as if there is still a direct connection from the sourceNode to the destination of the context.

            It should work if you remove this line from the original example.

            Source https://stackoverflow.com/questions/63679479

            QUESTION

            The AudioContext was not allowed to start. AngularJS Recorder Chrome 71
            Asked 2020-Mar-29 at 16:47

            I've been using AngularAudioRecorder (AngularJS) for the last 4 years and with the last Chrome update I'm getting the following error:

            ...

            ANSWER

            Answered 2019-Mar-11 at 12:43

            I solved the problem. Finally resumed the paused AudioContext with:

            Source https://stackoverflow.com/questions/55003178

            QUESTION

            AVAssetWriter - Capturing video but no audio
            Asked 2020-Jan-09 at 18:19

            I am making an app that records video. Up until now, I have been able to successfully record video and audio using AVCaptureMovieFileOutput, however, I now have a need to edit the video frames in real time to overlay some data onto the video. I began the switch to AVAssetWriter.

            After the switch, I am able to record video (with my overlays) just fine using AVCaptureVideoDataOutput, however, AVCaptureAudioDataOutput never calls the delegate method so my audio doesn't record.

            This is how I set up my AVCaptureSession:

            ...

            ANSWER

            Answered 2018-Aug-04 at 00:16

            Ripped my hair out for days on this. My mistake was simple - The delegate method was being called, but was being returned BEFORE I reached the audio statements. These were the culprits which needed to be moved to after the audio processing portion of my code:

            Source https://stackoverflow.com/questions/51670428

            QUESTION

            Remove human voice from audio/video with software or command line
            Asked 2019-Dec-29 at 13:38

            I'm seeking a way to remove a human voice from a video. Initially, I had the following:

            • video1.mp4
            • voice1.mp3

            video1 has images and only no-human-voice sounds while voice1 has only one human voice Then I combined video1 with voice1 to create video2.m4, so in video2 I can hear both audios from video1 and from voice1. It is worth to mention that both video1 and voice1 have the same length of about 2 minutes.

            This was one year ago. I deleted video1.mp4 accidentally, but I still have video2 and voice1.. Now I need to get video1.mp4 again. In other words, how to remove voice1 from video2? How to remove the human voice from video2?

            I don't care if this is through software, command line, or even computer code (maybe Phyton; I've heard that Python can do cool stuff with audio).

            Note: there is a similar question here in StackOverflow (Removal of Human Voice from a video or audio file), but it doesn't explain how to remove the audio.

            ...

            ANSWER

            Answered 2019-Dec-29 at 13:38
            The Problem

            Rather than thinking about this as a problem of removing an unwanted voice, I would think of this as simply undoing the sum of two signals. At the moment we have three audio signals to consider, lets call them

            • A: The audio track to video1.mp4
            • B: The audio of voice1.mp3
            • C: The sum of A and B (i.e. C = A + B) which is now the audio track to video2.mp4

            We no longer have access to A, but we still have B and C.

            The ideal case

            The ideal case assumes:

            • A is the same length as B
            • Summing of the two signals was done without any filtering
            Solution

            The solution in this case is fairly trivial, all we need to do is multiply B by a gain value of -1 (i.e. invert) and sum that with the signal C.

            if

            Source https://stackoverflow.com/questions/59458653

            QUESTION

            Audio not playing in SwiftUI
            Asked 2019-Oct-15 at 05:39

            I'm having an issue getting an audio file to play when the function is called.

            I am using an AVAudioPlayer to try and play the file following the instructions form here: https://www.hackingwithswift.com/example-code/media/how-to-play-sounds-using-avaudioplayer After the button is pressed in the view, it calls a func to play the sound, but from what I can tell, nothing is played. There are no errors thrown, and the file is found. The app also uses a speech synthesizer when a button is pushed, and that plays fine.

            I looked around stack overflow and followed the instructions from here: Where to place code for audio playback in a SwiftUI app

            But still the audio is not played when the button is pushed.

            Here is the func:

            ...

            ANSWER

            Answered 2019-Jul-22 at 22:10

            I'm pretty new myself, but I'll do my best. What happens if you move the declaration of AVAudioPlayer outside the function? For example:

            Source https://stackoverflow.com/questions/57153729

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

            Vulnerabilities

            No vulnerabilities reported

            Install r-audio

            The demo page will be served at localhost:8080. Use a recent version of Chrome or Firefox for the best experience. Firefox Web Audio developer tool is especially handy (bear in mind Firefox does not support AudioWorklet as of 17 April 2018).

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            Install
          • npm

            npm i r-audio

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            https://github.com/bbc/r-audio.git

          • CLI

            gh repo clone bbc/r-audio

          • sshUrl

            git@github.com:bbc/r-audio.git

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