mirror of
https://github.com/giongto35/cloud-game.git
synced 2026-07-19 09:34:12 +00:00
78 lines
No EOL
2.8 KiB
HTML
78 lines
No EOL
2.8 KiB
HTML
<html>
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<body>
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<button onclick="play()">hihi</button>
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<button onclick="alert(1)">hoho</button>
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<b>hehe</b>
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<script src="/static/js/libopus.js"></script>
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<script src="/static/js/opus.js"></script>
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<script>
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a = new ArrayBuffer(3);
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v = new DataView(a);
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v.setInt8(0, -28);
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v.setInt8(1, -1);
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v.setInt8(2, -2);
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console.log(a);
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b = new Uint8Array(a);
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console.log(b);
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d = new OpusDecoder(48000, 2);
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console.log(d);
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console.log(d.decode_float(a));
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// Stereo
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var audioCtx = new (window.AudioContext || window.webkitAudioContext)();
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var channels = 1;
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var sampleRate = 48000;
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var bitDepth = 16;
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// Create an empty two second stereo buffer at the
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// sample rate of the AudioContext
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var req = new XMLHttpRequest();
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var sound;
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req.open('GET', "/static/ex3.raw", false);
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// req.open('GET', "/static/sinewave.raw", false);
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req.overrideMimeType('text\/plain; charset=x-user-defined');
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req.onreadystatechange = function (aEvt) {
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if (req.readyState == 4) {
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if(req.status == 200) {
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sound = req.responseText;
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console.log("loaded");
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} else {
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alert('failed loading audio');
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}
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}
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};
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req.send(null);
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function play(){
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frameCount = sound.length / 2;
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myAudioBuffer = audioCtx.createBuffer(channels, frameCount, sampleRate);
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for (var channel = 0; channel < channels; channel++) {
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var nowBuffering = myAudioBuffer.getChannelData(channel, bitDepth, sampleRate);
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for (var i = 0; i < frameCount; i++) {
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// audio needs to be in [-1.0; 1.0]
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// for this reason I also tried to divide it by 32767
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// as my pcm sample is in 16-Bit. It plays still the
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// same creepy sound less noisy.
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var word = (sound.charCodeAt(i * 2) & 0xff) + ((sound.charCodeAt(i * 2 + 1) & 0xff) << 8);
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nowBuffering[i] = ((word + 32768) % 65536 - 32768) / 32768.0;
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}
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}
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// Get an AudioBufferSourceNode.
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// This is the AudioNode to use when we want to play an AudioBuffer
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var source = audioCtx.createBufferSource();
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// set the buffer in the AudioBufferSourceNode
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source.buffer = myAudioBuffer;
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// connect the AudioBufferSourceNode to the
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// destination so we can hear the sound
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source.connect(audioCtx.destination);
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// start the source playing
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source.start();
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}
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</script>
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</body>
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</html> |