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react-native-audio-api

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react-native-audio-api provides system for controlling audio in React Native environment compatible with Web Audio API specification

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import { AudioEventCallback, AudioEventName } from './events/types'; import { BiquadFilterType, ChannelCountMode, ChannelInterpretation, ContextState, OscillatorType, WindowType, } from './types'; // IMPORTANT: use only IClass, because it is a part of contract between cpp host object and js layer export type WorkletNodeCallback = ( audioData: Array<ArrayBuffer>, channelCount: number ) => void; export type WorkletSourceNodeCallback = ( audioData: Array<ArrayBuffer>, framesToProcess: number, currentTime: number, startOffset: number ) => void; export type WorkletProcessingNodeCallback = ( inputData: Array<ArrayBuffer>, outputData: Array<ArrayBuffer>, framesToProcess: number, currentTime: number ) => void; export type ShareableWorkletCallback = | WorkletNodeCallback | WorkletSourceNodeCallback | WorkletProcessingNodeCallback; export interface IBaseAudioContext { readonly destination: IAudioDestinationNode; readonly state: ContextState; readonly sampleRate: number; readonly currentTime: number; readonly decoder: IAudioDecoder; readonly stretcher: IAudioStretcher; createRecorderAdapter(): IRecorderAdapterNode; createWorkletSourceNode( shareableWorklet: ShareableWorkletCallback, shouldUseUiRuntime: boolean ): IWorkletSourceNode; createWorkletNode( shareableWorklet: ShareableWorkletCallback, shouldUseUiRuntime: boolean, bufferLength: number, inputChannelCount: number ): IWorkletNode; createWorkletProcessingNode( shareableWorklet: ShareableWorkletCallback, shouldUseUiRuntime: boolean ): IWorkletProcessingNode; createOscillator(): IOscillatorNode; createConstantSource(): IConstantSourceNode; createGain(): IGainNode; createStereoPanner(): IStereoPannerNode; createBiquadFilter: () => IBiquadFilterNode; createBufferSource: (pitchCorrection: boolean) => IAudioBufferSourceNode; createBufferQueueSource: ( pitchCorrection: boolean ) => IAudioBufferQueueSourceNode; createBuffer: ( channels: number, length: number, sampleRate: number ) => IAudioBuffer; createPeriodicWave: ( real: Float32Array, imag: Float32Array, disableNormalization: boolean ) => IPeriodicWave; createAnalyser: () => IAnalyserNode; createConvolver: ( buffer: IAudioBuffer | undefined, disableNormalization: boolean ) => IConvolverNode; createStreamer: () => IStreamerNode; } export interface IAudioContext extends IBaseAudioContext { close(): Promise<void>; resume(): Promise<boolean>; suspend(): Promise<boolean>; } export interface IOfflineAudioContext extends IBaseAudioContext { resume(): Promise<void>; suspend(suspendTime: number): Promise<void>; startRendering(): Promise<IAudioBuffer>; } export interface IAudioNode { readonly context: BaseAudioContext; readonly numberOfInputs: number; readonly numberOfOutputs: number; readonly channelCount: number; readonly channelCountMode: ChannelCountMode; readonly channelInterpretation: ChannelInterpretation; connect: (destination: IAudioNode | IAudioParam) => void; disconnect: (destination?: IAudioNode | IAudioParam) => void; } export interface IGainNode extends IAudioNode { readonly gain: IAudioParam; } export interface IStereoPannerNode extends IAudioNode { readonly pan: IAudioParam; } export interface IBiquadFilterNode extends IAudioNode { readonly frequency: AudioParam; readonly detune: AudioParam; readonly Q: AudioParam; readonly gain: AudioParam; type: BiquadFilterType; getFrequencyResponse( frequencyArray: Float32Array, magResponseOutput: Float32Array, phaseResponseOutput: Float32Array ): void; } export interface IAudioDestinationNode extends IAudioNode {} export interface IAudioScheduledSourceNode extends IAudioNode { start(when: number): void; stop: (when: number) => void; // passing subscriptionId(uint_64 in cpp, string in js) to the cpp onEnded: string; } export interface IAudioBufferBaseSourceNode extends IAudioScheduledSourceNode { detune: IAudioParam; playbackRate: IAudioParam; // passing subscriptionId(uint_64 in cpp, string in js) to the cpp onPositionChanged: string; // set how often the onPositionChanged event is called onPositionChangedInterval: number; } export interface IOscillatorNode extends IAudioScheduledSourceNode { readonly frequency: IAudioParam; readonly detune: IAudioParam; type: OscillatorType; setPeriodicWave(periodicWave: IPeriodicWave): void; } export interface IStreamerNode extends IAudioNode { initialize(streamPath: string): boolean; } export interface IConstantSourceNode extends IAudioScheduledSourceNode { readonly offset: IAudioParam; } export interface IAudioBufferSourceNode extends IAudioBufferBaseSourceNode { buffer: IAudioBuffer | null; loop: boolean; loopSkip: boolean; loopStart: number; loopEnd: number; start: (when?: number, offset?: number, duration?: number) => void; setBuffer: (audioBuffer: IAudioBuffer | null) => void; // passing subscriptionId(uint_64 in cpp, string in js) to the cpp onLoopEnded: string; } export interface IAudioBufferQueueSourceNode extends IAudioBufferBaseSourceNode { dequeueBuffer: (bufferId: number) => void; clearBuffers: () => void; // returns bufferId enqueueBuffer: (audioBuffer: IAudioBuffer) => string; pause: () => void; } export interface IConvolverNode extends IAudioNode { buffer: IAudioBuffer | null; normalize: boolean; } export interface IAudioBuffer { readonly length: number; readonly duration: number; readonly sampleRate: number; readonly numberOfChannels: number; getChannelData(channel: number): Float32Array; copyFromChannel( destination: Float32Array, channelNumber: number, startInChannel: number ): void; copyToChannel( source: Float32Array, channelNumber: number, startInChannel: number ): void; } export interface IAudioParam { value: number; defaultValue: number; minValue: number; maxValue: number; setValueAtTime: (value: number, startTime: number) => void; linearRampToValueAtTime: (value: number, endTime: number) => void; exponentialRampToValueAtTime: (value: number, endTime: number) => void; setTargetAtTime: ( target: number, startTime: number, timeConstant: number ) => void; setValueCurveAtTime: ( values: Float32Array, startTime: number, duration: number ) => void; cancelScheduledValues: (cancelTime: number) => void; cancelAndHoldAtTime: (cancelTime: number) => void; } export interface IPeriodicWave {} export interface IAnalyserNode extends IAudioNode { fftSize: number; readonly frequencyBinCount: number; minDecibels: number; maxDecibels: number; smoothingTimeConstant: number; window: WindowType; getFloatFrequencyData: (array: Float32Array) => void; getByteFrequencyData: (array: Uint8Array) => void; getFloatTimeDomainData: (array: Float32Array) => void; getByteTimeDomainData: (array: Uint8Array) => void; } export interface IRecorderAdapterNode extends IAudioNode {} export interface IWorkletNode extends IAudioNode {} export interface IWorkletSourceNode extends IAudioScheduledSourceNode {} export interface IWorkletProcessingNode extends IAudioNode {} export interface IAudioRecorder { start: () => void; stop: () => void; connect: (node: IRecorderAdapterNode) => void; disconnect: () => void; // passing subscriptionId(uint_64 in cpp, string in js) to the cpp onAudioReady: string; } export interface IAudioDecoder { decodeWithMemoryBlock: ( arrayBuffer: ArrayBuffer, sampleRate?: number ) => Promise<IAudioBuffer>; decodeWithFilePath: ( sourcePath: string, sampleRate?: number ) => Promise<IAudioBuffer>; decodeWithPCMInBase64: ( b64: string, inputSampleRate: number, inputChannelCount: number, interleaved?: boolean ) => Promise<IAudioBuffer>; } export interface IAudioStretcher { changePlaybackSpeed: ( arrayBuffer: AudioBuffer, playbackSpeed: number ) => Promise<IAudioBuffer>; } export interface IAudioEventEmitter { addAudioEventListener<Name extends AudioEventName>( name: Name, callback: AudioEventCallback<Name> ): string; removeAudioEventListener<Name extends AudioEventName>( name: Name, subscriptionId: string ): void; }