--- title: Обработка аудио и видео slug: Web/Guide/Audio_and_video_manipulation tags: - Видео - Медиа - Обучение - Примеры - Рекомендации - аудио translation_of: Web/Guide/Audio_and_video_manipulation ---
Веб-технологии примечательны тем, что они позволяют использовать различные инструменты в совокупности. Например, можно проводить манипуляции над имеющимися в браузере аудио и видео потоками с помощью {{htmlelement("canvas")}}, WebGL или Web Audio API: напрямую изменять аудио и видео, т.е. добавлять эффекты к аудио (реверберацию, компрессор), или к видео (фильтры ч/б, сепия и т.д.). В этой статье рассказывается о том, как это сделать.
Далее ещё в процессе перевода.
Иногда удобно перенимать индивидуально размеры кадра в пикселях с каждого конкретного видео.
Элемент "холст" ({{htmlelement("canvas")}}) — представляет поверхность (область) для рисования графикой на веб-странице. Это очень мощный инструмент, поэтому он может использоваться совместно с видео.
Обычно это происходит следующим образом:
<canvas>
element and manipulate it.<canvas>
.For example, let's process a video to display it in greyscale. In this case, we'll show both the source video and the output greyscale frames. Ordinarily, if you were implementing a "play video in greyscale" feature, you'd probably add display: none
to the style for the <video>
element, to keep the source video from being drawn to the screen while showing only the canvas showing the altered frames.
We can set up our video player and <canvas>
element like this:
<video id="my-video" controls="true" width="480" height="270" crossorigin="anonymous"> <source src="http://jplayer.org/video/webm/Big_Buck_Bunny_Trailer.webm" type="video/webm"> <source src="http://jplayer.org/video/m4v/Big_Buck_Bunny_Trailer.m4v" type="video/mp4"> </video> <canvas id="my-canvas" width="480" height="270"></canvas>
This code handles altering the frames.
var processor = { timerCallback: function() { if (this.video.paused || this.video.ended) { return; } this.computeFrame(); var self = this; setTimeout(function () { self.timerCallback(); }, 16); // roughly 60 frames per second }, doLoad: function() { this.video = document.getElementById("my-video"); this.c1 = document.getElementById("my-canvas"); this.ctx1 = this.c1.getContext("2d"); var self = this; this.video.addEventListener("play", function() { self.width = self.video.width; self.height = self.video.height; self.timerCallback(); }, false); }, computeFrame: function() { this.ctx1.drawImage(this.video, 0, 0, this.width, this.height); var frame = this.ctx1.getImageData(0, 0, this.width, this.height); var l = frame.data.length / 4; for (var i = 0; i < l; i++) { var grey = (frame.data[i * 4 + 0] + frame.data[i * 4 + 1] + frame.data[i * 4 + 2]) / 3; frame.data[i * 4 + 0] = grey; frame.data[i * 4 + 1] = grey; frame.data[i * 4 + 2] = grey; } this.ctx1.putImageData(frame, 0, 0); return; } };
Когда страница загрузилась осуществите вызов:
processor.doLoad()
{{EmbedLiveSample("Video_and_canvas", '100%', 580)}}
This is a pretty simple example showing how to manipulate video frames using a canvas. For efficiency, you should consider using {{domxref("Window.requestAnimationFrame", "requestAnimationFrame()")}} instead of setTimeout()
when running on browsers that support it.
Примечание: Due to potential security issues if your video is on a different domain than your code, you'll need to enable CORS (Cross Origin Resource Sharing) on your video server.
WebGL is a powerful API that uses canvas to draw hardware-accelerated 3D or 2D scenes. You can combine WebGL and the {{htmlelement("video")}} element to create video textures, which means you can put video inside 3D scenes.
{{EmbedGHLiveSample('webgl-examples/tutorial/sample8/index.html', 670, 510) }}
Примечание: You can find the source code of this demo on GitHub (see it live also).
We can also adjust the rate that audio and video plays at using an attribute of the {{htmlelement("audio")}} and {{htmlelement("video")}} element called {{domxref("HTMLMediaElement.playbackRate", "playbackRate")}}. playbackRate
is a number that represents a multiple to be applied to the rate of playback, for example 0.5 represents half speed while 2 represents double speed.
Note that the playbackRate
property works with both <audio>
and <video>
, but in both cases, it changes the playback speed but not the pitch. To manipulate the audio's pitch you need to use the Web Audio API. See the {{domxref("AudioBufferSourceNode.playbackRate")}} property.
<video id="my-video" controls src="http://jplayer.org/video/m4v/Big_Buck_Bunny_Trailer.m4v"> </video>
var myVideo = document.getElementById('my-video'); myVideo.playbackRate = 2;
<video id="my-video" controls="true" width="480" height="270"> <source src="http://jplayer.org/video/webm/Big_Buck_Bunny_Trailer.webm" type="video/webm"> <source src="http://jplayer.org/video/m4v/Big_Buck_Bunny_Trailer.m4v" type="video/mp4"> </video> <div class="playable-buttons"> <input id="edit" type="button" value="Edit" /> <input id="reset" type="button" value="Reset" /> </div> <textarea id="code" class="playable-code"> var myVideo = document.getElementById('my-video'); myVideo.playbackRate = 2;</textarea>
var textarea = document.getElementById('code'); var reset = document.getElementById('reset'); var edit = document.getElementById('edit'); var code = textarea.value; function setPlaybackRate() { eval(textarea.value); } reset.addEventListener('click', function() { textarea.value = code; setPlaybackRate(); }); edit.addEventListener('click', function() { textarea.focus(); }) textarea.addEventListener('input', setPlaybackRate); window.addEventListener('load', setPlaybackRate);
{{ EmbedLiveSample('Playable_code', 700, 425) }}
Примечание: Попробуйте запустить этот пример.
playbackRate
aside, to manipulate audio you'll typically use the Web Audio API.
The Web Audio API can receive audio from a variety of sources, then process it and send it back out to an {{domxref("AudioDestinationNode")}} representing the output device to which the sound is sent after processing.
If the audio source is... | Use this Web Audio node type |
---|---|
An audio track from an HTML {{HTMLElement("audio")}} or {{HTMLElement("video")}} element | {{domxref("MediaElementAudioSourceNode")}} |
A plain raw audio data buffer in memory | {{domxref("AudioBufferSourceNode")}} |
An oscillator generating a sine wave or other computed waveform | {{domxref("OscillatorNode")}} |
An audio track from WebRTC (such as the microphone input you can get using {{domxref("MediaDevices.getUserMedia", "getUserMedia()")}}. | {{domxref("MediaStreamAudioSourceNode")}} |
The Web Audio API has a lot of different filter/effects that can be applied to audio using the {{domxref("BiquadFilterNode")}}, for example.
<video id="my-video" controls src="myvideo.mp4" type="video/mp4"> </video>
var context = new AudioContext(), audioSource = context.createMediaElementSource(document.getElementById("my-video")), filter = context.createBiquadFilter(); audioSource.connect(filter); filter.connect(context.destination); // Configure filter filter.type = "lowshelf"; filter.frequency.value = 1000; filter.gain.value = 25;
<video id="my-video" controls="true" width="480" height="270" crossorigin="anonymous"> <source src="http://jplayer.org/video/webm/Big_Buck_Bunny_Trailer.webm" type="video/webm"> <source src="http://jplayer.org/video/m4v/Big_Buck_Bunny_Trailer.m4v" type="video/mp4"> </video> <div class="playable-buttons"> <input id="edit" type="button" value="Edit" /> <input id="reset" type="button" value="Reset" /> </div> <textarea id="code" class="playable-code"> filter.type = "lowshelf"; filter.frequency.value = 1000; filter.gain.value = 25;</textarea>
var context = new AudioContext(), audioSource = context.createMediaElementSource(document.getElementById("my-video")), filter = context.createBiquadFilter(); audioSource.connect(filter); filter.connect(context.destination); var textarea = document.getElementById('code'); var reset = document.getElementById('reset'); var edit = document.getElementById('edit'); var code = textarea.value; function setFilter() { eval(textarea.value); } reset.addEventListener('click', function() { textarea.value = code; setFilter(); }); edit.addEventListener('click', function() { textarea.focus(); }) textarea.addEventListener('input', setFilter); window.addEventListener('load', setFilter);
{{ EmbedLiveSample('Playable_code_2', 700, 425) }}
Примечание: unless you have CORS enabled, to avoid security issues your video should be on the same domain as your code.
These are some of the common types of audio filter you can apply:
Примечание: Более подробно смотрите здесь: {{domxref("BiquadFilterNode")}}
It's also possible to apply impulse responses to audio using the {{domxref("ConvolverNode")}}. An impulse response is the sound created after a brief impulse of sound (like a hand clap). An impulse response will signify the environment in which the impulse was created (for example, an echo created by clapping your hands in a tunnel).
var convolver = context.createConvolver(); convolver.buffer = this.impulseResponseBuffer; // Connect the graph. source.connect(convolver); convolver.connect(context.destination);
See this Codepen for an applied (but very, very silly; like, little kids will giggle kind of silly) example.
We can also position audio using a panner node. A panner node—{{domxref("PannerNode")}}—lets us define a source cone as well as positional and directional elements, all in 3D space as defined using 3D cartesian coordinates.
var panner = context.createPanner(); panner.coneOuterGain = 0.2; panner.coneOuterAngle = 120; panner.coneInnerAngle = 0; panner.connect(context.destination); source.connect(panner); source.start(0); // Position the listener at the origin. context.listener.setPosition(0, 0, 0);
Примечание: You can find an example on our GitHub repository (see it live also).
It's also possible to manipulate audio at a low level using JavaScript. This can be useful should you want to create audio codecs.
Libraries currently exist for the following formats :
Примечание: At Audiocogs, you can Try out a few demos; Audiocogs also provides a framework, Aurora.js, which is intended to help you author your own codecs in JavaScript.