Audio
Audio[file]
represents audio stored in the given file.
Audio[url]
represents audio stored in the given URL.
Audio[data]
represents audio with samples given by the array data.
Details and Options
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- Audio is an object that can be input and output to functions, displayed as an audio player.
- The audio data can be stored in-memory or in a local or remote file, which can be streamed for playback and processing.
- Supported file formats include AIFF, FLAC, MP3, MP4, Ogg, QuickTime and WAV.
- Possible storage locations are:
-
File[…] data in a local file CloudObject[…] data in a public or private cloud object LocalObject[…] data in a local object URL[…] data in a URL - When constructing an audio object by just keeping a link, the byte count of the representative object and therefore the containing notebook will be smaller.
- In Audio[data], data can be either of the following:
-
{v1,v2,…} sample values of the single-channel audio {{v11,v12,…},{v21,v22,…},…} sample values of the multichannel audio, with values vij corresponding to channel i - The input array data can be given as a List, NumericArray, SparseArray, etc.
- In Audio[data], rows of data are assumed to be channels of the resulting audio.
- By default, sampling rate of 44100 Hz is assumed. Other sampling rates can be specified using the SampleRate option.
- Audio[Sound[…]] converts the sound to an audio object, sampling SoundNote primitives as needed.
- Audio[Video[…]] creates an Audio object referring to the first audio track for file formats supported by Audio.
- Audio[data,"type"] can be used to create an audio object of a different type. Values in data are coerced to the specified type by rounding or clipping. By default, "Real32" is assumed.
- Possible settings for "type" include:
-
"SignedInteger8" signed 8-bit integers from through
"SignedInteger16" signed 16-bit integers from through
"SignedInteger32" signed 32-bit integers from through
"Real32" single-precision real (32 bit) "Real64" double-precision real (64 bit) - Audio is treated as a raw object by functions like AtomQ and for purposes of pattern matching.
- The following options can be specified:
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Appearance Automatic appearance of the generated player AnnotationRules None a list of named annotations AudioChannelAssignment Automatic how to assign audio channels to outputs AudioOutputDevice $DefaultAudioOutputDevice audio output device to use for playback AudioLabel Automatic the label to show on the audio object MetaInformation metainformation associated with the audio SampleRate Automatic sampling rate SoundVolume 1 sound volume - Possible settings for Appearance are "Minimal", "Basic", and "Detailed".
- Information for Audio may include the following properties:
-
"Channels" number of audio channels "DataType" underlying data type "Duration" duration of the audio signal "Length" number of audio samples "ResourcePath" path to the audio file "SampleRate" sampling rate
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Examples
open allclose allBasic Examples (2)
Scope (10)
Basic Uses (5)
Import an Audio object from a file:
An audio object linking to a local file:
An audio object linking to a URL:
An audio object linking to a CloudObject:
Options (5)
AudioLabel (1)
AudioOutputDevice (1)
By default, $DefaultAudioOutputDevice is used for playback:
Check the list of available devices:
Use the device specified as the default by the operating system:
MetaInformation (1)
Add custom metainformation to an audio object:
Use Options to extract the metainformation:
Properties & Relations (7)
Use AudioQ to check for valid audio expressions:
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Audio objects are atoms and cannot be subdivided:
Different audio types use different bit depths. Use smaller bit depth for compression:
Audio[file] and Audio[url] are not importing the underlying data into the memory:
Extract ByteCount of the generated player:
Compare with the byte count of the original file:
Use ToMemory to bring the data in out-of-core audio objects into memory:
Use AudioGenerator to create various oscillators and noises:
Use AudioPlot to visualize the waveform of an audio object:
Text
Wolfram Research (2016), Audio, Wolfram Language function, https://reference.wolfram.com/language/ref/Audio.html (updated 2020).
CMS
Wolfram Language. 2016. "Audio." Wolfram Language & System Documentation Center. Wolfram Research. Last Modified 2020. https://reference.wolfram.com/language/ref/Audio.html.
APA
Wolfram Language. (2016). Audio. Wolfram Language & System Documentation Center. Retrieved from https://reference.wolfram.com/language/ref/Audio.html