我想我的网页哔哔每当用户超过我的<textarea>的最大字符限制。


当前回答

注意:把这段代码放在你想要出现哔哔声的地方。 并且记住指定存储哔哔声的目录或文件夹(源)。

<script>
//Appending HTML5 Audio Tag in HTML Body
$('<audio id="chatAudio"><source src="sound/notify.ogg" type="audio/ogg"><source src="sound/notify.mp3" type="audio/mpeg"><source src="sound/notify.wav" type="audio/wav"></audio>').appendTo('body');

$('#chatAudio')[0].play();
</script>

参考:http://www.9lessons.info/2013/04/play-notification-sound-using-jquery.html。

我在我正在开发的社交媒体中实现了这一点,它的工作发现,聊天时像facebook一样的通知,通知你有一个新的聊天消息

其他回答

<html>
<head>
    <script src='https://surikov.github.io/webaudiofont/npm/dist/WebAudioFontPlayer.js'></script>
    <script src='https://surikov.github.io/webaudiofontdata/sound/0000_JCLive_sf2_file.js'></script>
    <script>
        var selectedPreset=_tone_0000_JCLive_sf2_file;
        var AudioContextFunc = window.AudioContext || window.webkitAudioContext;
        var audioContext = new AudioContextFunc();
        var player=new WebAudioFontPlayer();
        player.loader.decodeAfterLoading(audioContext, '_tone_0000_JCLive_sf2_file');
    </script>
</head>
<body>
    <p><a href="#" onmousedown="player.queueWaveTable(audioContext, audioContext.destination, selectedPreset, 0, 55, 3.5);">Play a note</a></p>
    <hr/>
    <p><a href="https://github.com/surikov/webaudiofont">source</a></p>
</body>

听这里 https://jsbin.com/lamidog/1/edit?html,output

以下是我如何使用HTML5让它发出哔哔声: 首先我复制并将windows wav文件转换为mp3,然后我使用以下代码:

var _beep = window.Audio("Content/Custom/Beep.mp3")

function playBeep() { _beep.play()};

全局声明声音文件并在需要时引用它会更快。

/*if you want to beep without using a wave file*/
var context = new AudioContext();
var oscillator = context.createOscillator();
oscillator.type = "sine";
oscillator.frequency.value = 800;
oscillator.connect(context.destination);
oscillator.start(); 
// Beep for 500 milliseconds
setTimeout(function () {
    oscillator.stop();
}, 100);                
            

上面的答案在当时是正确的,但现在是错误的;你可以用纯javascript实现。但是使用javascript的一个答案不再有效,而其他答案非常有限或不使用纯javascript。

我做了我自己的解决方案,工作得很好,让你控制音量,频率和波型。

//if you have another AudioContext class use that one, as some browsers have a limit
var audioCtx = new (window.AudioContext || window.webkitAudioContext || window.audioContext);

//All arguments are optional:

//duration of the tone in milliseconds. Default is 500
//frequency of the tone in hertz. default is 440
//volume of the tone. Default is 1, off is 0.
//type of tone. Possible values are sine, square, sawtooth, triangle, and custom. Default is sine.
//callback to use on end of tone
function beep(duration, frequency, volume, type, callback) {
    var oscillator = audioCtx.createOscillator();
    var gainNode = audioCtx.createGain();
    
    oscillator.connect(gainNode);
    gainNode.connect(audioCtx.destination);
    
    if (volume){gainNode.gain.value = volume;}
    if (frequency){oscillator.frequency.value = frequency;}
    if (type){oscillator.type = type;}
    if (callback){oscillator.onended = callback;}
    
    oscillator.start(audioCtx.currentTime);
    oscillator.stop(audioCtx.currentTime + ((duration || 500) / 1000));
};

有人建议我编辑一下,说明它只适用于某些浏览器。然而,据我所知,所有现代浏览器似乎都支持Audiocontext。它在IE上不受支持,但微软已经停产了。如果您在特定的浏览器上有任何问题,请报告。

现在用JavaScript AudioContext API就很简单了。主要的桌面和移动网络浏览器完全支持它…

let context = null;

const beep = (freq = 520, duration = 200, vol = 100) => {
    const oscillator = context.createOscillator();
    const gain = context.createGain();
    oscillator.connect(gain);
    oscillator.frequency.value = freq;
    oscillator.type = "square";
    gain.connect(context.destination);
    gain.gain.value = vol * 0.01;
    oscillator.start(context.currentTime);
    oscillator.stop(context.currentTime + duration * 0.001);
}

document.querySelector('button').addEventListener('click', function () {
    context = new AudioContext();
    beep();
});

我写了一个小应用程序,可以播放马里奥游戏中的音乐,不需要任何音频文件,只有运行时。在我看来,这很有趣,你可以看到源代码并听它。

该代码支持多个哔哔声的排序,以及频率的逐渐变化('ramp'标志)。下面给出了两个例子。

<script>
var audioContext = null;
var oscillatorNode = null;
var stopTime = 0;

function beep (frequency, durationSec, ramp=false)
{
    if (oscillatorNode == null) {
        audioContext = new (window.AudioContext || window.webkitAudioContext) ();
        stopTime = audioContext.currentTime;

        oscillatorNode = audioContext.createOscillator();
        oscillatorNode.type = "sine";
        oscillatorNode.connect (audioContext.destination);
        if (ramp) {
            oscillatorNode.frequency.setValueAtTime (frequency, stopTime);
        }
        oscillatorNode.start ();
        oscillatorNode.onended = function() {
            oscillatorNode = null;
            audioContext = null;
        }
    }

    if (ramp) {
        oscillatorNode.frequency.linearRampToValueAtTime (frequency, stopTime); // value in hertz
    } else {
        oscillatorNode.frequency.setValueAtTime (frequency, stopTime);  // value in hertz
    }

    stopTime += durationSec;
    oscillatorNode.stop (stopTime);
}
function test1()
{
        beep (250, 0.5);
        beep (1000, 0.2);
        beep (550, 0.5);
}
    
function test2()
{
        beep (50, 2, true);
        beep (5000, 2, true);
        beep (50, 0, true);
}
</script>
    
<button onclick='test1()'>Beep!</button>
<button onclick='test2()'>Beep(ramped)!</button>