So iOS 11 Safari was supposed to add support for the Web Audio API, but it still doesn't seem to work with this javascript code:
//called on page load
get_user_media = get_user_media || navigator.webkitGetUserMedia;
get_user_media = get_user_media || navigator.mozGetUserMedia;
get_user_media.call(navigator, { "audio": true }, use_stream, function () { });
function use_stream(stream){
var audio_context = new AudioContext();
var microphone = audio_context.createMediaStreamSource(stream);
window.source = microphone; // Workaround for .cgi?id=934512
var script_processor = audio_context.createScriptProcessor(1024, 1, 1);
script_processor.connect(audio_context.destination);
microphone.connect(script_processor);
//do more stuff which involves processing the data from user's microphone...
}
I copy pasted most of this code, so I only have a cursory understanding of it. I know that it's supposed to (and does, on other browsers) capture the user's microphone for further processing. I know that the code breaks on the var audio_context = new AudioContext();
line (as in, no code after that is run), but don't have any error messages cause I don't have a mac which is required to debug iOS Safari (apple die already >_<) Anyone know what's going on and/or how to fix it?
e: forgot to mention that I looked it up and apparently I need the keyword "webkit" before using Web Audio API in Safari, but making it var audio_context = new webkitAudioContext();
doesn't work either
So iOS 11 Safari was supposed to add support for the Web Audio API, but it still doesn't seem to work with this javascript code:
//called on page load
get_user_media = get_user_media || navigator.webkitGetUserMedia;
get_user_media = get_user_media || navigator.mozGetUserMedia;
get_user_media.call(navigator, { "audio": true }, use_stream, function () { });
function use_stream(stream){
var audio_context = new AudioContext();
var microphone = audio_context.createMediaStreamSource(stream);
window.source = microphone; // Workaround for https://bugzilla.mozilla/show_bug.cgi?id=934512
var script_processor = audio_context.createScriptProcessor(1024, 1, 1);
script_processor.connect(audio_context.destination);
microphone.connect(script_processor);
//do more stuff which involves processing the data from user's microphone...
}
I copy pasted most of this code, so I only have a cursory understanding of it. I know that it's supposed to (and does, on other browsers) capture the user's microphone for further processing. I know that the code breaks on the var audio_context = new AudioContext();
line (as in, no code after that is run), but don't have any error messages cause I don't have a mac which is required to debug iOS Safari (apple die already >_<) Anyone know what's going on and/or how to fix it?
e: forgot to mention that I looked it up and apparently I need the keyword "webkit" before using Web Audio API in Safari, but making it var audio_context = new webkitAudioContext();
doesn't work either
- Change it to window.webketAudioContext – user7951676 Commented Sep 16, 2017 at 2:09
- 1 is webket a typo? – Artikash-Reinstate Monica Commented Sep 16, 2017 at 2:12
-
2
replaced
var audio_context = new AudioContext();
withvar audio_context = window.webkitAudioContext;
but doesnt seem to help – Artikash-Reinstate Monica Commented Sep 16, 2017 at 2:25 - 1 I wonder whether recording has the same problem as playing: developer.apple./library/content/documentation/AudioVideo/… I think you might need to run the code in response to a touch, not on page load. – TomW Commented Sep 26, 2017 at 11:07
3 Answers
Reset to default 10@TomW was on the right track - basically the webkitAudioContext
is suspended unless it's created in direct response to the user's tap (before you get the stream).
See my answer at https://stackoverflow./a/46534088/933879 for more details and a working example.
Nothing works on mobile save to home screen apps. I issued a bug report to Apple developer. Got a response that it was a duplicate ( which means they know..no clue if or when they will actually fix it).
Audio won't play until an user interaction has occured, at which point you need to resume your AudioContext e.g.:
...
<button>Play</button>
...
<script>
...
const c = new AudioContext
...
document.querySelector('button').addEventListener('click',_=>c.resume())
</script>