User:Vishnuvj11/Books/Vishnu Notes1

Hi all i need to upload the audio file to server after recording audio and if i click on stop record means file should upload to the server .. by using Asp.net MVC5 i have tried following code

record stop

Recordings 

Log

function __log(e, data) { log.innerHTML += "\n" + e + " " + (data || ''); } var audio_context; var recorder; function startUserMedia(stream) { var input = audio_context.createMediaStreamSource(stream); __log('Media stream created.'); // Uncomment if you want the audio to feedback directly //input.connect(audio_context.destination); //__log('Input connected to audio context destination.');

recorder = new Recorder(input); __log('Recorder initialised.'); } function startRecording(button) { recorder && recorder.record; button.disabled = true; button.nextElementSibling.disabled = false; __log('Recording...'); } function stopRecording(button) { recorder && recorder.stop; button.disabled = true; button.previousElementSibling.disabled = false; __log('Stopped recording.');

// create WAV download link using audio data blob createDownloadLink;

recorder.clear; }

function createDownloadLink { recorder && recorder.exportWAV(function(blob) { var url = URL.createObjectURL(blob); var li = document.createElement('li'); var au = document.createElement('audio'); var hf = document.createElement('a');

au.controls = true; au.src = url; hf.href = url; hf.download = new Date.toISOString + '.wav'; hf.innerHTML = hf.download; li.appendChild(au); li.appendChild(hf); recordingslist.appendChild(li); }); }

window.onload = function init { try { // webkit shim window.AudioContext = window.AudioContext || window.webkitAudioContext; navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia; window.URL = window.URL || window.webkitURL;

audio_context = new AudioContext; __log('Audio context set up.'); __log('navigator.getUserMedia ' + (navigator.getUserMedia ? 'available.' : 'not present!')); } catch (e) { alert('No web audio support in this browser!'); }

navigator.getUserMedia({audio: true}, startUserMedia, function(e) { __log('No live audio input: ' + e); }); };

