Skip to content

elron/svelte-audio-store

Repository files navigation

svelte-audio-store

A Svelte store for managing and playing audio, available as @elron/svelte-audio-store on npm.

svelte-audio-store provides a seamless way to manage audio in your Svelte projects. Whether it's for a game, a web application, or any project needing sound, svelte-audio-store offers an intuitive API to preload, play, stop, and manipulate audio.

Example: Demo

Package Showcase: The Confetti Game

TypeScript Auto Types using svelte-audio-store

Installation

# pnpm
pnpm install @elron/svelte-audio-store@latest

# npm
npm install @elron/svelte-audio-store@latest

# Yarn
yarn add @elron/svelte-audio-store@latest

Getting Started

1. Create an Audio Store

Define a set of sounds for your application by associating keys to sound paths. You can give any unique key name to each sound to make it easy to remember and use.

For example, if you're creating:

import { createAudioStore } from '@elron/svelte-audio-store';

const sounds = {
  click: '/sounds/click.mp3',
  notification: '/sounds/notification.wav',
  alert: '/sounds/alert.mp3',
  // ... other sounds ...
};

export const gameSounds = createAudioStore(sounds);

By using descriptive key names, it becomes intuitive to play specific sounds in your application.

You're also free to name your store based on its function or theme. Some naming ideas:

  • uiSounds for user-interface specific audio.
  • gameSounds if you're creating a game and have many sounds.
  • bgMusicStore for background music tracks.
  • effectSounds for short-lived sound effects.

2. Preloading Sounds

It's a good practice to preload your sounds, especially if they are crucial to the user experience. This ensures sounds are loaded into memory for faster playback. Use the preload method when your component mounts.

<script>
  import { onMount } from 'svelte';
  import { gameSounds } from './gameStore';

  onMount(() => {
    gameSounds.preload();
  });
</script>
This code usually goes into `+layout.svelte`, but feel free to use it however makes sense in your project.

Usage & Examples

Play a Sound

<script>
  import { gameSounds } from './gameStore';

  function playGoSound() {
    gameSounds.play('go');
  }
</script>

<button on:click={playGoSound}>Play Go Sound</button>

Stop a sound

<script>
  function stopGoSound() {
    gameSounds.stop('go');
  }
</script>
<button on:click={stopGoSound}>Stop Go Sound</button>

Adjust Volume (for all sounds)

<script>
  function setVolumeToHalf() {
    gameSounds.setVolume(0.5);
  }
</script>

<button on:click={setVolumeToHalf}>Set Volume to 50%</button>

Looping a sound

gameSounds.play('bgmusic', { loop: true });

Fading a sound

Fade in and out when a component is mounted and unmounted:

// plays background-music faded in
onMount(() => gameSounds.play('bgmusic', { fade: 2000 }));

// stops background-music faded out
onDestory(() => gameSounds.stop('bgmusic', { fade: 2000 }));

Random pitch

For making sound variations, you can pitch it randomly (good for games):

gameSounds.play('ouch', { pitch: randomBetween(0.8, 1.4) });

Trim a sound

If you need to play only a portion of a sound-track:

// Starts on second 1.5 and continues until finish
gameSounds.play('ouch', { trim: {start: 1.5} });

// Starts on second 1.5 and continues until second 3
gameSounds.play('ouch', { trim: {start: 1.5, end: 3} });

// Starts on 300ms and continues until 600ms
gameSounds.play('ouch', { trim: {start: 0.3, end: 0.6} });

Advanced Options

AudioStore offers advanced playback settings like adjusting pitch, volume, loops, fades, and trimming. For a complete list of options, check the PlayOptions interface in the AudioStore.ts module.

The play and stop methods support various advanced options:

Option Type Description Default Value
volume number (0.0 - 1.0) Adjusts the playback volume of the sound. Values should be between 0.0 (muted) and 1.0 (full volume). None
loop boolean Determines if the sound should loop indefinitely. false
fade number (milliseconds) Duration (in milliseconds) for a fade-in (when playing) or fade-out (when stopping). None
pitch number Adjusts the playback speed and pitch of the sound. A value of 1.0 is the normal rate. 1.0
preservesPitch boolean If set to true, changing the pitch with playbackRate won't affect the sound's pitch. Browser support varies. false
trim object { start?: number, end?: number } An object specifying when to start (start) and stop (stop) the playback, in seconds. None

Contributing

Want to contribute?

  1. Fork the repo.
  2. Make your changes.
  3. Submit a pull request.

License

MIT License: Open and free to use, modify, and distribute. See LICENSE file for full details.

About

No description, website, or topics provided.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published