console
function audioBufferToWav(buffer, opt) {
opt = opt || {}
var numChannels = buffer.numberOfChannels
var sampleRate = buffer.sampleRate
var format = opt.float32 ? 3 : 1
var bitDepth = format === 3 ? 32 : 16
var result
if (numChannels === 2) {
result = interleave(buffer.getChannelData(0), buffer.getChannelData(1))
} else {
result = buffer.getChannelData(0)
}
return encodeWAV(result, format, sampleRate, numChannels, bitDepth)
}
function encodeWAV(samples, format, sampleRate, numChannels, bitDepth) {
var bytesPerSample = bitDepth / 8
var blockAlign = numChannels * bytesPerSample
var buffer = new ArrayBuffer(44 + samples.length * bytesPerSample)
var view = new DataView(buffer)
writeString(view, 0, 'RIFF')
view.setUint32(4, 36 + samples.length * bytesPerSample, true)
writeString(view, 8, 'WAVE')
writeString(view, 12, 'fmt ')
view.setUint32(16, 16, true)
view.setUint16(20, format, true)
view.setUint16(22, numChannels, true)
view.setUint32(24, sampleRate, true)
view.setUint32(28, sampleRate * blockAlign, true)
view.setUint16(32, blockAlign, true)
view.setUint16(34, bitDepth, true)
writeString(view, 36, 'data')
view.setUint32(40, samples.length * bytesPerSample, true)
if (format === 1) {
floatTo16BitPCM(view, 44, samples)
} else {
writeFloat32(view, 44, samples)
}
return buffer
}
function interleave(inputL, inputR) {
var length = inputL.length + inputR.length
var result = new Float32Array(length)
var index = 0
var inputIndex = 0
while (index < length) {
result[index++] = inputL[inputIndex]
result[index++] = inputR[inputIndex]
inputIndex++
}
return result
}
function writeFloat32(output, offset, input) {
for (var i = 0; i < input.length; i++ , offset += 4) {
output.setFloat32(offset, input[i], true)
}
}
function floatTo16BitPCM(output, offset, input) {
for (var i = 0; i < input.length; i++ , offset += 2) {
var s = Math.max(-1, Math.min(1, input[i]))
output.setInt16(offset, s < 0 ? s * 0x8000 : s * 0x7FFF, true)
}
}
function writeString(view, offset, string) {
for (var i = 0; i < string.length; i++) {
view.setUint8(offset + i, string.charCodeAt(i))
}
}
var numberOfChannels = 1
var sampleRate = 44100
var duration = 30
var audioContext = new (window.AudioContext || window.webkitAudioContext)();
var offlineAudioContext = new OfflineAudioContext(numberOfChannels, sampleRate * duration, sampleRate);
var soundSource = offlineAudioContext.createBufferSource();
function imporFile() {
var selectedFile = document.getElementById("files").files[0];
var name = selectedFile.name;
var size = selectedFile.size;
console.log("文件名:" + name + "大小:" + size);
var reader = new FileReader();
reader.readAsArrayBuffer(selectedFile);
reader.onload = function () {
var videoFileAsBuffer = reader.result;
console.log('reading');
audioContext.decodeAudioData(videoFileAsBuffer)
.then(function (decodedAudioData) {
myBuffer = decodedAudioData;
soundSource.buffer = myBuffer;
soundSource.connect(offlineAudioContext.destination);
soundSource.start();
offlineAudioContext.startRendering().then(function (renderedBuffer) {
var wav = audioBufferToWav(renderedBuffer)
var blob = new window.Blob([new DataView(wav)], {
type: 'audio/wav'
})
var url = window.URL.createObjectURL(blob)
document.getElementById('player').src = url
console.log('done')
}).catch(function (err) {
console.log('Rendering failed: ' + err);
});
})
.catch(function (ex) {
console.log('ERR');
console.log(ex);
});
};
}
<html>
<head></head>
<body>
<div>
<input type="file" id="files" onchange="imporFile();"/>
<video controls id="player" ></video>
</div>
</body>
</html>