Using Javascript to transmit audio via a microphone

I am currently trying to use Selenium to simulate a user on a website that features audio chat. My goal is to emulate the user speaking through the microphone.

While I have come across several resources discussing how to listen to the microphone in JavaScript, I have not found any information on sending sound through the microphone using JavaScript.

Here is what I have tried so far:

Firstly, I check if AudioContext is available:

private boolean isAudioContextSupported() {
  JavascriptExecutor js = (JavascriptExecutor) getDriver();
  Object response = js.executeAsyncScript(
  "var callback = arguments[arguments.length - 1];" +
  "var context;" + 
  "try {" + 
  "  window.AudioContext = window.AudioContext||window.webkitAudioContext;" + 
  "  context = new AudioContext();" +
  "  callback('');" +
  "}" + 
  "catch(e) {" + 
  "  callback('Web Audio API is not supported in this browser');" + 
  "}");
  String responseAsString = response == null?"":(String)response;
  return responseAsString.isEmpty();
}

Next, I attempt to retrieve audio from a URL:

JavascriptExecutor js = (JavascriptExecutor) getDriver();
Object response = js.executeAsyncScript(
  "var callback = arguments[arguments.length - 1];" +
  "window.AudioContext = window.AudioContext || window.webkitAudioContext;" + 
  "var context = new AudioContext();" +
  "var url = '<ogg file url>';" +
  "var request = new XMLHttpRequest();" +
  "request.open('GET', url, true);" + 
  "request.responseType = 'arraybuffer';" +
  "request.onload = function() {" + 
  "  context.decodeAudioData(request.response, function(buffer) {" + 
  "  <send the buffer data through the microphone>" +
  "}, callback(request.statusText));" + 
  "};" + 
  "request.send();" +
  "callback('OK');"
);

The challenge I am facing now is how to send the buffer data obtained from the ogg file through the microphone.

EDIT:

The answer provided in Chrome: fake microphone input for test purpose does not address my specific question, as I have already reviewed it.

EDIT 2:

There are a few important points to consider:

1) The solution I am seeking may involve using another language or tool.

2) I am unable to use hardware to emulate microphone input (e.g., outputting sound via speakers for the microphone to pick up).

Answer №1

I believe there is a workaround for your issue that doesn't require the use of JavascriptExecutor.

Here's a clever solution:

Resolution:

Utilize Java instead.

Step 1:

Execute the chat voice listener.

https://i.stack.imgur.com/NP3Kj.png https://i.stack.imgur.com/vQQyO.png

Step 2:

Now play a random voice programmatically.

Use:

import javazoom.jl.player.Player;

public void playAudio(String audioPath)  { 

        try {
            FileInputStream fileInputStream = new FileInputStream(audioPath);
            Player player = new Player((fileInputStream));
            player.play();
            System.out.println("Song is playing");
        }catch (Exception ex)  { 
            System.out.println("Error with playing sound."); 
            ex.printStackTrace(); 

        } 
    } 

Step 3:

To enable microphone access, kindly use the below argument:

options.addArguments("use-fake-ui-for-media-stream"); 

The code above will play the sound, allowing your chat listener to hear the audio being played.

Answer №2

I am not very familiar with using Selenium in conjunction with Java, but it appears that you have the ability to run custom JavaScript code before running tests. Based on your description, it seems like your code involves calling the getUserMedia() function to capture microphone input. To make it work for your audio file, you may need to replace this function with one that returns a MediaStream of your audio file.

navigator.mediaDevices.getUserMedia = () => {
    const audioContext = new AudioContext();

    return fetch('/your/audio/file.ogg')
        .then((response) => response.arrayBuffer())
        .then((arrayBuffer) => audioContext.decodeAudioData(arrayBuffer))
        .then((audioBuffer) => {
            const audioBufferSourceNode = audioContext.createBufferSource();
            const mediaStreamAudioDestinationNode = audioContext.createMediaStreamDestination();

            audioBufferSourceNode.buffer = audioBuffer;
            // You might consider looping the buffer.
            audioBufferSourceNode.loop = true;

            audioBufferSourceNode.start();

            audioBufferSourceNode.connect(mediaStreamAudioDestinationNode);

            return mediaStreamAudioDestinationNode.stream;
        });
};

You may also need to disable the autoplay policy for it to function correctly.

For Safari, the code will need to be adjusted as decodeAudioData() does not return a promise in that browser. I have not included the workaround here to maintain simplicity in the code.

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