For mostly security reasons, I'm not allowed to store a WAV file on the server to be accessed by a browser. What I have is a byte array contains audio data (the data portion of a WAV file I believe) on the sever, and I want it to be played on a browser through JavaScript (or Applet but JS preferred), I can use JSON-PRC to send the whole byte[] over, or I can open a socket to stream it over, but in either case I don't know who to play the byte[] within the browser?
The following code will play the sine wave at 0.5 and 2.0. Call the function play_buffersource()
in your button or anywhere you want.
Tested using Chrome with Web Audio flag enabled. For your case, all that you need to do is just to shuffle your audio bytes to the buf
.
<script type="text/javascript">
const kSampleRate = 44100; // Other sample rates might not work depending on the your browser's AudioContext
const kNumSamples = 16834;
const kFrequency = 440;
const kPI_2 = Math.PI * 2;
function play_buffersource() {
if (!window.AudioContext) {
if (!window.webkitAudioContext) {
alert("Your browser sucks because it does NOT support any AudioContext!");
return;
}
window.AudioContext = window.webkitAudioContext;
}
var ctx = new AudioContext();
var buffer = ctx.createBuffer(1, kNumSamples, kSampleRate);
var buf = buffer.getChannelData(0);
for (i = 0; i < kNumSamples; ++i) {
buf[i] = Math.sin(kFrequency * kPI_2 * i / kSampleRate);
}
var node = ctx.createBufferSource(0);
node.buffer = buffer;
node.connect(ctx.destination);
node.noteOn(ctx.currentTime + 0.5);
node = ctx.createBufferSource(0);
node.buffer = buffer;
node.connect(ctx.destination);
node.noteOn(ctx.currentTime + 2.0);
}
</script>
References:
If you need to resample the audio, you can use a JavaScript resampler: https://github.com/grantgalitz/XAudioJS
If you need to decode the base64 data, there are a lot of JavaScript base64 decoder: https://github.com/carlo/jquery-base64