How to access AudioContext in NodeJS and write sinewave into AudioBuffer - node.js

I'm trying to create a small snippet that allows me to make small audio buffers with simple sine waves in nodeJS.
I found some code here on StackOverflow that I edited a little. It was intended for a web environment with new window.audioContext. After a bit of searching, I only found an NPM module called audio-context.
What I'm trying to achieve is to make a function that is capable of layering waves of different forms and differing frequency.
Sadly, after a lot of trying and finally looking into the module itself, it seems the only available contexts are from web environments.
Any effective way to do this? I can't believe there is no proper way to do direct buffer work like this with just Node.Js.
More general solutions would probably help me more.
The code for generating sine waves and writing them into the AudioBuffer was from the solution to this:
Generate sine wave and play it in the browser

Related

APCS final project: Converting an audio file to a simpler MIDI file

Lets say I have the audio file for Happy Birthday. I want to convert that audio file into an audio file that sounds like this : happy birthday.
First, I'd like to know if I have the ability to program this? Can a highschooler who's almost finished with APCS program this?
If I can:
How would I change the bpm of the song? I've searched through a bunch of websites, but they weren't very helpful.
I know that audio files can be represented in waveforms. How would I scan for each individual wave in an audio file (I need this to isolate the notes)?
This is a very ambitious project, actually. One reason is that it involves using digital signal processing tools like FFT (Fast fourier transforms) to analyze the sound to pick out the pitches. You might be able to find a library that can do this, but as far as coding such a tool, that would involve a steep learning curve.
If you would like to look further into this, there is a good online resource called "The Scientists and Engineers Guide to Digital Signal Processing". I was able to work through and understand the discrete fourier transform with only high school math (lots of trig) and a bit of calculus. It was a lift, though.
Trying to analyze rhythm is also no easy task. Even with advanced tools provided in professional notation system such as Finale, people have trouble playing rhythms in time well enough for the best transcription tools. Algorithms that "quantize" the beats help but also limit the amount of detail that can be included in the playback.
My guess is that as interesting and worthwhile as this project would be, to bring it to completion before the semester ends would require putting together prebuilt pieces. A lot of programming is done that way, these days.
If you scale the project back to something like just getting your code to analyze a short sample of a single note and give its pitch, that would be both impressive and doable with a lot of work. It could be done with a DFT algorithm instead of requiring FFT, reducing the amount of info you'd have to acquire first. That way, you'd only have to work your way up to understanding and implementing the material on this link which is about calculating the DFT. Notice that there is example code in BASIC. The code examples throughout this book are a big help.

Realtime audio manipulation

Here is what i like to achieve:
I like to play around in creating "new" software / hardware instruments.
Sound processing and creation is always managed by software. But one could play the instrument via ultrasonic distance sensor for example. Another idea is to start playback when someone interrupts the light of a photoelectric barrier and so on....
So the instrument would play common sounds, but has to be used in an unusal way. For example, the ultrasonic instrument would play a sound if it detects something in a certain distance. The sound could be manipiulated in pitch for example if the distance gets smaller.
Basically i like to playback a sound sample and manipualte this in realtime.
I guess i have to use WAV samples for this, right? And which programming language do you think fits best for this task?
Edited after kevins hint: please kick me into the right direction - give me a hint where to start.
Thanks in advance
Since you're using the the Processing tag, you can try Processing.
It comes with a sound library like Minim or you can install beads which is great. There's actually a nice book on it: Sonifying Processing
You might find SuperColider fun as well.
The main thing is what are you comfortable with at the moment ?
If Processing syntax looks intimidating, you can actually try a different programming paradigm like data flow. In which case you can use PureData(free, opensource) or MaxMSP(very similar, but commercial). The idea is rather than typing instructions, you connect boxes with wires which is fun and the examples are great too.
If you're into c++ there are plenty of libraries. On the creative side, there's a nice set of libraries called OpenFrameworks that's easy and fun to use. If this is your cup of tea, have a peek at Maximilian.
Bottomline is: there are multiple options to achieve the same task. Choose the best tool for your (based on your background) or try each and see what you like best.
You asked "And which programming language do you think fits best for this task?" - I would also suggest using Processing. I have been used Processing to work with sounds previously. And in all cases I used Minim. It has many UgenS to generate sounds programmatically.
Also, you wants to integrate with some sensors. I'm not sure what types of sensors you will use, but Processing goes pretty well with different Arduino modules and sensors. Check this link for more direction.
Furthermore, you can export your project as .exe or executable .jar files. And their JS version (P5.js) works almost the same as the Java version.

Video encoding(transcoding,format conversion etc) performance elements

I have been working on a project to allow for batch encoding of any video to any other format,
up to now I have been looking for API that I am most comfortable with but then it occurred to me that video encoding can be heavy task and it might be better to use Language(platofrm) or API that has the highest performance, for instance encoding video in a language that doest best multi-cpu job scheduling is better than on ones that only simulate it and etc. Any comments or suggestions on this ?
Use ffmpeg/libavcodec.
You have two different routes to go here. You could do it all on your own,
DIY Approach
If you want to do batch encoding, you need powerful machines. Spin up something in the cloud.
Setup open source libraries. ffmpeg is a good start. It can handle many, but not all, kinds of formats.
Do the transcodings/format conversions.
Tip: Start with the command-line tool, and then go with the "API" offered by ffmpeg. The learning curve for the "API" approach is pretty steep.
Use Encoding APIs
Use cloud encoding API providers (there are many google'em).
They take care of all the background magic, and you just set up a configuration and go.
They are super simple to use. For example, check out this simple encoding api.
At the same time, they gave you lots of flexibility and are built to handle all the weird input/output format combinations.
Of course, this costs some money.
Conclusion
If you don't mind getting your hands "dirty", have time/patience to spare, go with the DIY approach. It's a very steep learning curve, but worth it. You will have skills at the end. But if this is something you are deploying for commercial use, I would advise against this approach. Rather, look for the cloud encoding API providers and start using them. There are many out there, pick the one you like. That way you can focus on the video encoding problems rather than others.
Full Disclosure: I work at Bitmovin, but that does not influence my answer.

Signal Processing in Go

I have come up with an idea for an audio project and it looks like Go is a useful language for implementing it. However, it requires the ability to apply filters to incoming audio, and Go doesn't appear to have any sort of audio processing package. I can use cgo to call C code, but every signal processing library I find uses C++ classes which cgo cannot handle. It looks like libsox may work. Are there any others?
What libsox can provide and what I need is to take an incoming audio stream and divide it into frequency bands. If I can do this while only reading the file once, then bonus! I am not sure if libsox can do this.
If you want to use a C++ library you could try SWIG, but you'll have to get it out of Subversion. The next release (2.0.1) will be the first released version to support Go. In my experience the Go support is still a little rough, but then again the library I tried to wrap is a monster.
Alternatively, you could still create your own bindings through cgo using the same method SWIG does, but it will be painful and tedious. The basic idea is that you first create a C wrapper, then let cgo create a Go wrapper around your C wrapper.
I don't know anything about signal processing or libsox, though. Sorry.
There is a relatively new project called ZikiChombo
which contains so far some basic DSP functionality geared toward audio, see here
The dsp part of the project has filters on its roadmap, but they are not yet there. On the other hand some infrastructure for implementing filters, such as real fft and block convolution is there. Meaning that if you want FIRs, and can compute the coefficients by some other means, you can run them via convolution in zc currently with sound in real time.
Basic filtering design support (FIR,Biquad), for example using an ideal filter as a starting point will be the next step for zc. There are numerous small self-contained open source projects for basic and more advanced FIR and IIR filter design, most notably Iowa Hills which might be more accessible than a larger project to compute filter coefficients outside of Go.
More advanced filtering such as Butterworth, and filters based on polynomial solving and the bilinear transform will take more time for zc.
There is also some software defined radio Golang projects with some code related to filtering, sorry don't have the links offhand but a search for the topic may lead you to them.
Finally, there is a gonum Fourier package which also supplies fft.
So Go is growing some interesting and potentially stuff in this domain, but still has quite a ways to go compared to older projects (which are mostly in C/C++, or perhaps with a Python wrapper via numpy for example).
I am using this pure golang repo to perform Fourier Transforms with good effect
https://github.com/mjibson/go-dsp
just supply the FFT call with a
import (
"github.com/mjibson/go-dsp/fft" // https://github.com/mjibson/go-dsp
)
var audio_wave []float64
// ... now populate audio_wave with your audio PCM samples
var complex_fft []complex128
// input time domain ... output frequency domain of equally spaced freq bins
complex_fft = fft.FFTReal(audio_wave)

Sound Synthesis Framework in C/C++/Objective-C?

I've searched the net but didn't found anything interesting. Maybe I'm doing something wrong.
I'm looking for sound synthesis API written on C, C++ or even Objective-C, which can synthesize different types of waves, effects are optional.
Here's a complete library/toolkit for FM (Frequency Modulation) synthesis:
link1
link2
If you have time to spare... creating simple sound synthesis from scratch is actually a fun endeavor. If you create a small buffer of 256 16 bit samples which represent either a sine. a sawtooth, block or pulse, you can copy these to a live audiobuffer (e.g. a small buffer (say 16kb)) which constantly loops. By staying ahead of the playposition, and constantly filling up the buffer with new values, you can create the soundoutput.
You can use the small buffers to combine these in interesting ways (simplest is just to add them together (additive synthesis)).
The frequency of the tone can be manipulated by using a bigger or smaller sampling step through the small buffers. Amplitude can be manipulated by scaling the samples before putting them into the output buffer.
Great fun experimenting with this!
If you have this step nailed, you can add more sophisticated effects like filters (low pass, high pass, etc) and effects (reverbs, echoes, etc)
R
Have you looked at the synthesis toolkit (STK)? It's in C++ (I don't think ObjC is the right language for audio synthesis, in fact audio units, Apple's own way of doing audio stuff, including generators/filters/effects... is in C++).
STK will run on Mac OS X, and iOS no problem (CoreAudio is supported), but will also run on Linux and Windows (Direct sound and ASIO), using RtAudio. It's really nicely done and lightweight, these guys have spent a lot of time thinking about it and it will definitely give you a big head start. It can handle loads of different audio file formats + midi (and hopefully OSC soon...).
There is also Create and CLAM which is huge, these include GUI components and many other things which you might or might not want. If you're only interested in doing sound synthesis I really recommend STK.
PortAudio is also a great C API that we used last semester in an audio programming course. It provides an audio callback...what more could you need!?
I haven't tried incorporating it with anything in Objective-C yet, but will report back when I do.
Writing audio synthesis algorithms in C/obj-C is quite difficult in my opinion. I would recommend writing your signal processing algorithms using PureData and then use ZenGarden or libpd to embed and interpret the pd patches in your app.
Another C++ library is nsound:
http://nsound.sourceforge.net
One can generate any kind of modulated signal using the Generator class or using the provided Sine class. Each time-step can have it's own instantaneous frequency and phase offset.
You can also experiment with the Python module to prototype your algorithm quickly, then implement in C++. It can produce pretty matplotlib plots from Python and even from C++!
Have you looked at CSound? It's an incredibly flexible audio generation platform, and can handle everything from simple waveform generation to FM synthesis and all kinds of filters. It also provides MIDI support, and you can extend it by writing custom opcodes. There's a full C API and several C++ APIs as well.

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