mirror of
https://github.com/Tonejs/Tone.js
synced 2024-11-16 08:38:00 +00:00
111 lines
No EOL
2.7 KiB
HTML
111 lines
No EOL
2.7 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>MICROPHONE</title>
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<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no">
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<script type="text/javascript" src="../build/Tone.js"></script>
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<script type="text/javascript" src="./scripts/jquery.min.js"></script>
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<script type="text/javascript" src="./scripts/Interface.js"></script>
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<link rel="stylesheet" type="text/css" href="./style/examples.css">
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<script type="text/javascript">
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// jshint ignore: start
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</script>
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</head>
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<body>
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<style type="text/css">
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canvas {
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width: 100%;
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height: 200px;
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background-color: black;
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border-bottom-left-radius: 5px;
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border-bottom-right-radius: 5px;
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}
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</style>
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<div id="Content" class="FullScreen">
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<div id="Title">Microphone</div>
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<div id="Explanation">
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If supported, Tone.Microphone uses <code>getUserMedia</code> to open
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the user's microphone where it can then be processed with Tone.js.
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</div>
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</div>
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<script type="text/javascript">
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//you probably DONT want to connect the microphone
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//directly to the master output because of feedback.
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var mic = new Tone.Microphone();
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var analyser = new Tone.Analyser({
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"type" : "waveform",
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"size" : 256
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});
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mic.connect(analyser);
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</script>
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<script id="GUI" type="text/javascript">
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$(function(){
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//indicate if the microphone is supported or not
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if (!Tone.Microphone.supported){
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$("<div>", {
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"id" : "NotSupported",
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"text" : "getUserMedia is not supported by your browser."
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}).appendTo("#Content");
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} else {
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mic.open(function(){
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new Interface.Button({
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type : "toggle",
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text : "Start Mic",
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activeText : "Stop Mic",
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start : function(){
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mic.start();
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},
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end : function(){
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mic.stop();
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}
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});
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});
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var canvas = $("<canvas>").appendTo("#Content");
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var context = canvas.get(0).getContext("2d");
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context.canvas.width = canvas.width();
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context.canvas.height = canvas.height();
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function drawLoop(){
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var canvasWidth = context.canvas.width;
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var canvasHeight = context.canvas.height;
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requestAnimationFrame(drawLoop);
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//draw the waveform
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context.clearRect(0, 0, canvasWidth, canvasHeight);
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var values = analyser.analyse();
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context.beginPath();
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context.lineJoin = "round";
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context.lineWidth = 6;
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context.strokeStyle = "white";
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context.moveTo(0, (values[0] / 255) * canvasHeight);
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for (var i = 1, len = values.length; i < len; i++){
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var val = values[i] / 255;
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var x = canvasWidth * (i / (len - 1));
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var y = val * canvasHeight;
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context.lineTo(x, y);
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}
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context.stroke();
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}
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drawLoop();
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}
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});
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</script>
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</body>
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</html> |