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drewbitllama avatar drewbitllama commented on August 19, 2024 2

Hi Benank,

I have a feeling you need to explicitly have WebAudio handle the stream via a createMediaStreamSource() function call and then pipe it's output to our renderer. See https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createMediaStreamSource for more details.

Please feel free to post some example code as well so I can help you better. :)

Cheers,
Drew

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ryancwalsh avatar ryancwalsh commented on August 19, 2024 1

@benank Wow, I didn't really expect that you'd respond at all, and the fact that you responded so quickly is blowing me away, especially given that you're sharing code.

I really appreciate it. 😃

As it turns out, at the same time as you were typing this, I was able to figure it out based on your earlier hint: #34 (comment)

Thank you so much! This is really cool.

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benank avatar benank commented on August 19, 2024

Hi, thank you for the response. Using createMediaStreamSource was exactly what I needed, along with muting the original audioElement. Thank you for your help!

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drewbitllama avatar drewbitllama commented on August 19, 2024

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ryancwalsh avatar ryancwalsh commented on August 19, 2024

@benank and @drewbitllama I'd be so appreciative if you could clarify what you did here because I have the same question and shared my code in this other issue here.

Like you said, regular wav files worked well, but I couldn't get webcam streams to work (even with audioContext.createMediaStreamSource(video.srcObject); ).

I'm wondering what you did differently to get it to work.

I realize it's 3.3 years later, but any hints you can think of would be much appreciated! Thanks!

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benank avatar benank commented on August 19, 2024

@ryancwalsh My use case was for a voice chat application, and the code is still available here. I honestly can't give you much more than the code because I don't remember anything else about it at this point. Hope this helps!

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