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Is there any way to record a audio that corresponds to a canvas animation? #65
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No support for audio, unfortunately. Web Audio API is not easy -or possible at all- to throttle like ccapture does. In the future there might be a nicer Audio/Video muxing API, but for now, the best solution is to capture the video, and the ffmpeg it together with the audio file. |
@spite Thanks for the reply. alright, got it. I will work around with what you advised for now. |
In a tool I am building I am actually recording both video and audio together in realtime with discreet results. Sometimes unfortunately I get some initial frames with artefacts (green grid). Not sure if you Jaume had similar problems with MediaRecorder. |
Not really, no. All the work i've done with MediaRecorder yields solid results, both on macos and Linux. Not so sure about windows, but i'd say i've never had problems on at least w8 and w10. |
@FumiyaShibusawa Did you find a solution? |
Hi guys, any solution on this? I'm capturing the canvas with CCcapture but of course when I start recording the video slows down to capture the frames but the audio won't, so this will result in a desynced animation. The only workaround is to record directly the screen, but of course this is not ideal for the output quality. |
I'm struggling with putting audio into webM file with Ccapture.js.
I can capture a canvas animation with no problem but the webM file doesn't have audio at all.
I saw a link on Whammy.js and it says like this at Todo section.
Does that mean Ccapture.js doesn't support audio recording either?
sample
I just forked a three.js sample from its repo and added Ccapture.js setup within the file as below.
https://github.com/mrdoob/three.js/blob/master/examples/webaudio_visualizer.html
Here is a music that I use in this file.
https://www.bensound.com/royalty-free-music/track/going-higher
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