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wavesurfer.js

Interactive navigable audio visualization using WebAudio and Canvas/SVG.

Imgur

API in examples

Create an instance:

var wavesurfer = Object.create(WaveSurfer);

Initialize it with a container element (plus some options):

wavesurfer.init({
    container: '#wave',
    waveColor: 'violet',
    progressColor: 'purple'
});

Subscribe to some events:

wavesurfer.on('ready', function () {
    wavesurfer.play();
});

Load an audio file from a URL:

wavesurfer.load('example/media/demo.wav');

Or visualize your audio files via drag'n'drop:

wavesurfer.bindDragNDrop(document.body);

See the example code here.

Options

  • container – CSS-selector or HTML-element where the waveform to be drawn. This is the only required parameter.
  • height – the height of the waveform. 128 by default.
  • skipLength – number of seconds to skip with the skipForward() and skipBackward() methods (2 by default).
  • minPxPerSec – minimum number of pixels per second of audio (1 by default).
  • fillParent – whether to fill the entire container or draw only according to minPxPerSec (true by default).
  • scrollParent – whether to scroll the container with a lengthy waveform. Otherwise the waveform is shrinked to container width (see fillParent).
  • normalize – if true, normalize by the maximum peak instead of 1.0 (false by default).
  • pixelRatio1 by default for performance considerations (see #22), but you can set it to window.devicePixelRatio.
  • renderer – SVG or Canvas. 'Canvas' by default.
  • audioContext – use your own previously initialized AudioContext or leave blank.
  • cursorWidth – 1 px by default.
  • markerWidth – 1 px by default.
  • waveColor – the fill color of the waveform. You can also customize all colors via CSS when using the SVG renderer.
  • progressColor
  • cursorColor

Methods

All methods are intentionally public, but the most readily available are the following:

  • init(params) – initializes with the options listed above.
  • on(eventName, callback) – subscribes to an event.
  • load(url) – loads an audio from URL via XHR.
  • play() – starts playback from the current position.
  • pause() – stops playback.
  • playPause() – plays if paused, pauses if playing.
  • stop() – stops and goes to the beginning.
  • skipForward()
  • skipBackward()
  • skip(offset) – skips a number of seconds from the current position (use a negative value to go backwards).
  • setVolume(newVolume) – sets the playback volume to a new value (use a floating point value between 0 and 1, 0 being no volume and 1 being full volume).
  • toggleMute() – toggles the volume on and off.
  • mark(options) – creates a visual marker on the waveform. Options are id (random if not set), position (in seconds), color and width (defaults to the global option markerWidth). Returns a marker object which you can update later (marker.update(options)).
  • clearMarks() – removes all markers.
  • bindDragNDrop([dropTarget]) – starts listening to drag'n'drop on an element. The default element is document. Loads the dropped audio.
  • empty() – clears the waveform as if a zero-length audio is loaded.

Connecting filters

You can insert your own WebAudio nodes into the graph using the method setFilter. Example:

var lowpass = wavesurfer.backend.ac.createBiquadFilter();
wavesurfer.backend.setFilter(lowpass);

Events

You can listen to the following events:

  • ready – when audio is loaded, decoded and the waveform drawn.
  • loading – fires continuously when loading via XHR or drag'n'drop. Callback recieves loading progress in percents (from 0 to 100) and the event target.
  • seek – on seeking.
  • play – when it starts playing.
  • mark – when a mark is reached. Passes the mark object.
  • error – on error, passes an error message.

Each of mark objects also fire the event reached when played over.

Credits

Initial idea by Alex Khokhulin. Many thanks to the awesome contributors!

License

cc-by

This work is licensed under a Creative Commons Attribution 3.0 Unported License.

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Navigable waveform using WebAudio and Canvas/SVG

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