It's possible to load a multichannel WAV (i.e. first order ambisonics) file using an html <audio>
element, and create a MediaElementAudioSourceNode
from that element.
Regarding the channelCount
property of that MediaElementAudioSourceNode
, the documentation states that this will depend on the HTMLMediaElement
the node was created from, but when trying this the channel count is always 2.
Is it possible to create a node that has the channel count corresponding to the number of channels of the loaded file ?
Best, N
To answer my own question, it seems like all tracks are loaded and played back, you just need to adjust some values. I set the channel count to 4 and channel interpretation to discrete, then used a channel splitter to route the channels individually to an analyzer, e voila, I can see all the different waveforms. Example below.
<html>
<body>
<h1> Multitrack Experiment </h1>
<p>This is a little experiment to see if all channels of a multichannel audio file are played back,
which they are.</p>
<p>The audio file contains four different waveforms on four channels. (0 -> sine, 1 -> saw, 2 -> square, 3 -> noise)</p>
<audio src="tracktest.wav"></audio>
<button>
<span>Play/Pause</span>
</button>
<br/>
<br/>
<canvas id="oscilloscope"></canvas>
</body>
<script>
// for legacy browsers
//const AudioContext = window.AudioContext || window.webkitAudioContext;
var playing = false;
const audioContext = new AudioContext();
// get the audio element
const audioElement = document.querySelector('audio');
// pass it into the audio context
// configure the mediaelement source correctly
// (otherwise it still shows 2 channels)
// also change channel interpretation while you're at it ...
const track = audioContext.createMediaElementSource(audioElement);
track.outputChannels = 4;
track.channelInterpretation = 'discrete';
// just for monitoring purposes
track.connect(audioContext.destination);
// split channels to be able to
const splitter = audioContext.createChannelSplitter(4);
track.connect(splitter);
const analyser = audioContext.createAnalyser();
analyser.fftSize = 2048;
// uncomment the different options to see the different results ...
splitter.connect(analyser, 0, 0);
//splitter.connect(analyser, 1, 0);
//splitter.connect(analyser, 2, 0);
//splitter.connect(analyser, 3, 0);
// select our play button
const playButton = document.querySelector('button');
playButton.addEventListener('click', function() {
// check if context is in suspended state (autoplay policy)
if (audioContext.state === 'suspended') {
audioContext.resume();
}
console.log(track)
// play or pause track depending on state
if (!playing) {
console.log("play");
audioElement.play();
playing = true;
} else {
console.log("stop");
audioElement.pause();
playing = false;
}
}, false);
const bufferLength = analyser.frequencyBinCount;
const dataArray = new Uint8Array(bufferLength);
analyser.getByteTimeDomainData(dataArray);
// Get a canvas defined with ID "oscilloscope"
const canvas = document.getElementById("oscilloscope");
const canvasCtx = canvas.getContext("2d");
// draw an oscilloscope of the current audio source
function draw() {
requestAnimationFrame(draw);
analyser.getByteTimeDomainData(dataArray);
canvasCtx.fillStyle = "rgb(200, 200, 200)";
canvasCtx.fillRect(0, 0, canvas.width, canvas.height);
canvasCtx.lineWidth = 2;
canvasCtx.strokeStyle = "rgb(0, 0, 0)";
canvasCtx.beginPath();
const sliceWidth = canvas.width * 1.0 / bufferLength;
let x = 0;
for (let i = 0; i < bufferLength; i++) {
const v = dataArray[i] / 128.0;
const y = v * canvas.height / 2;
if (i === 0) {
canvasCtx.moveTo(x, y);
} else {
canvasCtx.lineTo(x, y);
}
x += sliceWidth;
}
canvasCtx.lineTo(canvas.width, canvas.height / 2);
canvasCtx.stroke();
}
draw();
</script>
</html>