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【已解决】Chrome中js警告:The AudioContext was not allowed to start

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折腾:

【未解决】getUserMedia后用AudioContext去实现获取麦克风录音数据

期间,对于相关代码:

<code>        var audioContext = new AudioContext();
        console.log("audioContext=%o", audioContext);
        var mediaInputSrc = audioContext.createMediaStreamSource(mediaStream)
        console.log("mediaInputSrc=%o", mediaInputSrc);
        var processor = audioContext.createScriptProcessor(1024,1,1);
        console.log("processor=%o", processor);
    
        mediaInputSrc.connect(processor);
        processor.connect(audioContext.destination);
</code>

但是看到警告:

<code>The AudioContext was not allowed to start. It must be resume (or created) after a user gesture on the page. https://goo.gl/7K7WLu
</code>

所以去找找

The AudioContext was not allowed to start. It must be resume (or created) after a user gesture on the page.

Chrome may suspend the Web Audio context absent a user gesture · Issue #437 · photonstorm/phaser-ce

AudioContext “not allowed to start” · Issue #341 · Tonejs/Tone.js

tambien/StartAudioContext: Start the AudioContext on a user action

好像就是:需要用户手势操作,去点击,才能开始播放?

Autoplay Policy Changes  |  Web  |  Google Developers

trackswitch does not support Chrome 66 · Issue #2 · audiolabs/trackswitch.js

807017 – WebAudio user-gesture warning for audio context prevents any audio output – chromium – Monorail

google chrome – AudioContext cross domain blocking in iframe – Stack Overflow

HTML5 – Audio doesn’t work anymore in Chrome: The AudioContext was not allowed to start. | GameMaker Community

Game’s sounds suddenly stopped playing, and browser console says “The AudioContext was not allowed to start.” – Phaser 2 – HTML5 Game Devs Forum

直接写:

<code>        audioContext.resume().then(() =&gt; {
            console.log('Playback resumed successfully');
        });
</code>

问题依旧。

用代码:

<code>&lt;button id="startInputAudio" class="btn btn-primary" type="button"&gt;开始说话&lt;/button&gt;

mediaInputSrc.connect(processor);
processor.connect(audioContext.destination);
console.log("audioContext.destination=%o", audioContext.destination);

$( "#startInputAudio" ).on( "click", function() {
    console.log("#startInputAudio clicked");

    audioContext.resume().then(() =&gt; {
        console.log('Playback resumed successfully');
    });    
});

processor.onaudioprocess = function(e) {
    console.log("Audio processor onaudioprocess");
    // Do something with the data, i.e Convert this to WAV
    console.log(e.inputBuffer);
};
</code>

就可以了:

<code>AudioBuffer {length: 1024, duration: 0.023219954648526078, sampleRate: 44100, numberOfChannels: 1}duration: 0.023219954648526078length: 1024numberOfChannels: 1sampleRate: 44100__proto__: AudioBuffer
main.js:82 Audio processor onaudioprocess
</code>

同时注意到了Chrome浏览器中也有图标表示 正在使用麦克风:

【总结】

此处,直接生成的:

var audioContext = new AudioContext();

是不能直接使用的。

会提示:

The AudioContext was not allowed to start. It must be resume (or created) after a user gesture on the page

解决办法是,参考官网:

Autoplay Policy Changes  |  Web  |  Google Developers

去:

给html中加个按钮:

<code>&lt;button id="startInputAudio" class="btn btn-primary" type="button"&gt;开始说话&lt;/button&gt;
</code>

再去js中,捕获点击事件,在其中,再去调用audioContext的resume去播放:

<code>
        var inputAudio = $("#inputAudio");

        try {
            inputAudio.srcObject = mediaStream;
            console.log("inputAudio.srcObject=%o", inputAudio.srcObject);
        } catch (error) {
            console.log("try set input audio srcObject error=%o", error);

            inputAudio.src = window.URL.createObjectURL(mediaStream);
            console.log("inputAudio.src=%o", inputAudio.src);
        }

        inputAudio.onloadedmetadata = function(e) {
            console.log("onloadedmetadata: e=%o", e);

            console.log("now try play input audio=%o", inputAudio);
            inputAudio.play();
        };

        var audioContext = new AudioContext();
        console.log("audioContext=%o", audioContext);
        var mediaInputSrc = audioContext.createMediaStreamSource(mediaStream)
        console.log("mediaInputSrc=%o", mediaInputSrc);
        var processor = audioContext.createScriptProcessor(1024,1,1);
        console.log("processor=%o", processor);
    
        mediaInputSrc.connect(processor);
        processor.connect(audioContext.destination);
        console.log("audioContext.destination=%o", audioContext.destination);

        $( "#startInputAudio" ).on( "click", function() {
            console.log("#startInputAudio clicked");

            audioContext.resume().then(() =&gt; {
                console.log('Playback resumed successfully');
            });
        });
    
        processor.onaudioprocess = function(e) {
            console.log("Audio processor onaudioprocess");
            // Do something with the data, i.e Convert this to WAV
            console.log(e.inputBuffer);
        };
</code>

即可执行到:

onaudioprocess

获得audio的数据。

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网友最新评论 (1)

  1. hi, 我也遇到相關問題,請問可否幫我解決?
    5年前 (2019-08-07)回复
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