Comments (5)
iOS is not supported. I don't have any benchmarks, but my low powered MOTO E Android phone seems to encode without much trouble.
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I would be curious to see if there are any performance gains to be had. Javascript operates with floating point, and incoming audio is float 32 so I would be sceptical that converting data to fixed point would have any advantages.
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Good points.
I'm also happy to hear that it works well even for MOTO E.
Sorry for the stupid question, but why is IOS not supported? I know that IOS can't play ogg, but is there any problem for the use case where audio from the microphone is encoded and sent to a server?
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iOS does not allow browser access to the microphone.
Also note that the compilation of opus with emscripten has all SSE optimizations disabled. I receive compilation errors when trying to add them. I was able to compile speex with SSE optimizations and SIMD, but it performs about 10x worse than without.
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Thx very much for all the great info :)
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Related Issues (20)
- How to use with Vite? HOT 5
- The first recording is not saved in Safari on IOS 15.1 HOT 1
- Robotic, torn audio on IOS 15.1 HOT 3
- Issue while using decoder with React application HOT 11
- Recorder output file size too small - Vue.js HOT 4
- building and running on windows 10 HOT 4
- Error running waveRecorder.html example HOT 3
- using waveform-playlist with opus-recorder HOT 1
- Uncaught TypeError: Cannot read properties of undefined (reading 'length')
- Not working with Vite + Vue 3
- wasm streaming compile failed: TypeError: Could not download wasm module falling back to ArrayBuffer instantiation how can i resolve this issue ? HOT 3
- Convert 16 bit signed int to 32 bit float HOT 8
- Audio distorted after 30 seconds HOT 6
- few seconds of recording are missing at the beginning (especially on IOS)
- Play pages real-time HOT 2
- ondataavailable not fired with waveWorker
- TypeScript definitions HOT 1
- Opus Player
- Is it possible to Decode two audio sources HOT 4
- Error webassembly.compile HOT 1
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