我有一个音频可视化工具,我正在尝试添加控件。遗憾的是,无法在代码段中轻松复制此问题,因为必须设置一个特殊服务器以允许音频的频率访问。不过,我会尽我所能描述这个问题。
下面是该项目的所有javascript。我还没有尝试跳过功能,但播放/暂停不起作用。
此块处理所有播放/暂停。
function updatePlayState(){
//console.log(paused)
console.log(audio.paused)
//audio.play();
audio.pause();
console.log(audio.paused)
/*if(!paused){
paused = true;
audio.pause();
console.log(audio.src)
}else{
audio.play();
}*/
}
当我单击该按钮时,控制台将记录
false
然后
true
.但是,在其他单击之后,它将继续相同的行为。音频也不会暂停。我使用的音频对象是全局的,所以范围一定不是问题。我只是想让音频暂停,然后我将继续到其他功能。
//initialize global variables...
var audio, canvas, ctx, audioCtx, source, analyser, playlist_index = 0, full_screen = false, paused = false;
var playlist = [
//'http://localhost/audio-visualizer/audio/audio.mp3',
'http://localhost/audio-visualizer/audio/HaxPigMeow.mp3',
'http://localhost/audio-visualizer/audio/4ware.mp3',
'http://localhost/audio-visualizer/audio/Narwhals_song.mp3'
];
//when the page loads...
window.addEventListener('load', function() {
//initialize the canvas...
initializeCanvas();
//initialize audio...
initializeAudio();
//initialize audio analyzer (get frequency information)...
initializeAudioAnalyser();
//initialize audio controls...
initializeAudioControls();
});
//when the window is resized...
window.addEventListener('resize', function() {
resizeCanvas();
});
function initializeCanvas() {
//get the canvas...
canvas = document.getElementById('canvas');
//create a canvas context to draw graphics...
ctx = canvas.getContext('2d');
//resize the canvas to fit the window...
resizeCanvas();
}
function resizeCanvas() {
//set height of canvas...
canvas.width = window.innerWidth;
//set width of canvas...
canvas.height = window.innerHeight;
//set width of context...
ctx.width = window.innerWidth;
//set height of context...
ctx.height = window.innerHeight;
//reset drawing properties...
setCanvasDrawingProperties();
}
function initializeAudio() {
//load the audio...
audio = new Audio(playlist[playlist_index]);
//bypass CORS (Cross Origin Resource Sharing) restrictions...
audio.crossOrigin = 'anonymous';
//when the audio finishes playing; replay...
//audio.loop = true;
//play automatically...
//audio.autoplay = true;
//wait until audio fully loads before playing...
audio.oncanplaythrough = function() {
setTimeout(function() {
window.addEventListener('click',function(e){
audio.play();
//request full screen access...
if(e.target.tagName != 'INPUT'){
var root_element = document.documentElement;
rfs = root_element.requestFullscreen
|| root_element.webkitRequestFullScreen
|| root_element.mozRequestFullScreen
|| root_element.msRequestFullscreen
;
rfs.call(root_element);
}
//show audio controls....
document.getElementById('controlContainer').style.display = 'block';
setTimeout(function(){
document.getElementById('controlContainer').style.opacity = '1';
},500);
//hide the loading message...
document.getElementById('overlayLoadingMessage').style.opacity = '0';
window.setTimeout(function() {
document.getElementById('overlayLoadingMessage').style.display = 'none';
}, 500);
});
}, 1000);
};
audio.addEventListener('ended',function(){
skipForward();
playlist_index++;
if(playlist_index == playlist.length){
playlist_index = 0;
}
audio.src = playlist[playlist_index];
audio.crossOrigin = 'anonymous';
audio.play();
})
}
function initializeAudioControls(){
document.getElementById('skipBack').addEventListener('click',skipTrackBackward);
document.getElementById('skipForward').addEventListener('click',skipTrackForward);
document.getElementById('pause').addEventListener('click',updatePlayState);
function skipTrackForward(){
console.log('skip forward')
}
function skipTrackBackward(){
console.log('skip backward')
}
function updatePlayState(){
//console.log(paused)
console.log(audio.paused)
//audio.play();
audio.pause();
console.log(audio.paused)
/*if(!paused){
paused = true;
audio.pause();
console.log(audio.src)
}else{
audio.play();
}*/
}
}
function initializeAudioAnalyser() {
//create an audio context for browsers (including older webkit)...
if(window.webkitAudioContext){
//an older browser which needs to use the webkit audio constructor...
audioCtx = new window.webkitAudioContext;
}else{
//a newer browser which has full support for the audio context...
audioCtx = new window.AudioContext;
}
//create a new analyser...
analyser = audioCtx.createAnalyser();
//create new media source for the audio context...
source = audioCtx.createMediaElementSource(audio);
//connect the analyser to the source...
source.connect(analyser);
//connect audio output device information to the analyser to gather audio frequencies...
analyser.connect(audioCtx.destination);
//set drawing properties...
setCanvasDrawingProperties();
//let's do this thing (time to animate)...
animate();
}
function setCanvasDrawingProperties() {
//set background color of future drawing...
ctx.fillStyle = '#fff';
//blur radius (50px)...
ctx.shadowBlur = 50;
//shadow color...
ctx.shadowColor = "#ddd";
}
function animate() {
//clear canvas...
ctx.clearRect(0, 0, window.innerWidth, window.innerHeight);
//create new frequency array map...
frequencyBinaryCountArray = new Uint8Array(analyser.frequencyBinCount);
//input frequency data into the array map...
analyser.getByteFrequencyData(frequencyBinaryCountArray);
//calculate radius based on frequency information (uses channel 50 right now)..
var r = frequencyBinaryCountArray[50];
//set x of circle...
var x = (window.innerWidth / 2);
//set y of circle...
var y = (window.innerHeight / 2);
//set start angle (the circumference of the circle)...
var startAngle = 2 * Math.PI;
//set end angle (the end circumference of the circle)...
var endAngle = 0 * Math.PI;
//draw a circle; radius is based on frequency...
//begin the drawing...
ctx.beginPath();
//draw the circle...
ctx.arc(x, y, r, startAngle, endAngle);
//fill the circle with a color...
ctx.fill();
//close the path...
ctx.closePath();
//do it again (appx 60 times per second)...
requestAnimationFrame(animate);
}
在MacOS High Sierra上测试了Chrome67.x(最新版本)。