I'm trying to code this particular audio visualization: https://codepen.io/nfj525/pen/rVBaab .
I'm struggling because instead of uploading the audio file like in the example, I want the code to run by clicking the play button of the audio. I want to use my own pre existing audio and play that and not have to upload a file. I'm new to coding and i'm not sure how to edit the javascript to do that.
This is the html I added in the audio I want to be played, "song.mp3"
<div id="content">
<input type="file" id="thefile" accept="audio/*" />
<canvas id="canvas"></canvas>
<audio src="song.mp3" id="audio" controls></audio>
</div>
and this is the js for it
window.onload = function() {
var file = document.getElementById("thefile");
var audio = document.getElementById("audio");
file.onchange = function() {
var files = this.files;
audio.src = URL.createObjectURL(files[0]);
audio.load();
audio.play();
var context = new AudioContext();
var src = context.createMediaElementSource(audio);
var analyser = context.createAnalyser();
var canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var ctx = canvas.getContext("2d");
src.connect(analyser);
analyser.connect(context.destination);
analyser.fftSize = 256;
var bufferLength = analyser.frequencyBinCount;
console.log(bufferLength);
var dataArray = new Uint8Array(bufferLength);
var WIDTH = canvas.width;
var HEIGHT = canvas.height;
var barWidth = (WIDTH / bufferLength) * 2.5;
var barHeight;
var x = 0;
function renderFrame() {
requestAnimationFrame(renderFrame);
x = 0;
analyser.getByteFrequencyData(dataArray);
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, WIDTH, HEIGHT);
for (var i = 0; i < bufferLength; i++) {
barHeight = dataArray[i];
var r = barHeight + (25 * (i/bufferLength));
var g = 250 * (i/bufferLength);
var b = 50;
ctx.fillStyle = "rgb(" + r + "," + g + "," + b + ")";
ctx.fillRect(x, HEIGHT - barHeight, barWidth, barHeight);
x += barWidth + 1;
}
}
audio.play();
renderFrame();
};
};