Reputation: 1605
I'm using flash to capture audio, encode it to mp3, then send it to javascript as ByteArray. Now I want the javascript to save it as MP3 on my computer (not flash saves it to my computer). I am using Blob and then getDataURL, but the file isn't playing when saved. I used to do the same exact method to save WAV files and it worked perfectly fine. Here's the JS code:
var getDataFromSWF = function (bytes) {
var myBlob = new Blob([bytes], { type: "audio/mpeg3" });
var url = (window.URL || window.webkitURL).createObjectURL(myBlob);
var link = window.document.createElement('a');
link.href = url;
// $("label").text(url);
link.download = 'output.mp3';
var click = document.createEvent("Event");
click.initEvent("click", true, true);
link.dispatchEvent(click);
// console.log(bytes);
}
I'm pretty much sure that the byteArray is fine because if I let the SWF save the file it works OK too. But I want to know what's wrong with the JS code. (note: i'm new to BLOB)
Upvotes: 4
Views: 5961
Reputation: 33
Try this to get the Blob
function base64toBlob(base64Data, contentType) {
var sliceSize = 1024;
var byteCharacters = atob(base64Data);
var bytesLength = byteCharacters.length;
var slicesCount = Math.ceil(bytesLength / sliceSize);
var byteArrays = new Array(slicesCount);
for (var sliceIndex = 0; sliceIndex < slicesCount; ++sliceIndex) {
var begin = sliceIndex * sliceSize;
var end = Math.min(begin + sliceSize, bytesLength);
var bytes = new Array(end - begin);
for (var offset = begin, i = 0 ; offset < end; ++i, ++offset) {
bytes[i] = byteCharacters[offset].charCodeAt(0);
}
byteArrays[sliceIndex] = new Uint8Array(bytes);
}
return new Blob(byteArrays, { type: contentType });
}
Upvotes: 1