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audioFX bitHound Score

High-Level Audio Effects using the Web Audio API in JavaScript, ~1-2 KB gzipped.

Currently only a lowpass-filter is available and things are still very alpha. API will probably change in the future. Currently 93% test coverage in latest Chrome, FF and Safari.

Features caching, so repeated loadings to the same url result in only one request and deep copies of the cached AudioBuffers for the following loads.

Demo

Installation

CDN

<script src="//cdn.jsdelivr.net/audiofx/latest/AudioFX.min.js"></script>

Bower

bower install AudioFX

NPM

npm install audiofx

Usage Instructions

Note: AudioFX should be called after the window has loaded to ensure we have access to the Audio Context of the Browser.

new AudioFX(url, [callback], [options])

Creates a new AudioFX instance that represents one loaded Audio file. If you store it in a variable for later use, make sure to null the variable so it's fully eligible to garbage collection.

  • url {string} - A URL where to load the file from.
  • callback {function} - A function that gets called once the buffer has been loaded and we are ready for playback. optional
  • options {object} - Custom options on instance level. optional

options

  • loop {boolean} - If the audio file should loop upon playing (Default: false)
  • volume {float} - A fraction between 0 and 1, representing the starting volume of the instance
  • filterFrequency {float} - A fraction between 0 and 1, representing the set filter frequency from start. If null is specified, the filter is set to the samplerate and therefore not hearable (Default: null)
  • autoplay {boolean} - If set to true (Default: false)

Example:

var TestAudio = new AudioFX("test.mp3", function(){
    // do something
}, {
    loop: true,
    volume: 0.85,
    filterFrequency: 0.5,
    autoplay: true
});

play(offset)

  • offset {number} - From how far into the audio file playback should start. 0 means it starts from the beginning (default: 0)

Plays the AudioFX instance from the supplied offset and re-evaluates the options of the instance before playing (in case they were changed in the meantime). You can only play an instance once its file has been loaded, so its the best to use inside the constructor callback function.

Example:

var TestAudio = new AudioFX("test.mp3", function(){
    this.play(0);
});

pause()

Pauses the AudioFX instance at the current position. When now play()'ed again, it will start where we paused from.

Example:

var TestAudio = new AudioFX("test.mp3", function(){
    this.play();
    setTimeout(function(){
      TestAudio.pause();
    },1000);
});

stop()

Stops the AudioFX instance immediately and resets the pause timer.

Example:

var TestAudio = new AudioFX("test.mp3", function(){
    this.play();
    setTimeout(function(){
      TestAudio.stop();
    },1000);
});

toggle()

Toggles the play/pause state of the AudioFX instance.

Example:

var TestAudio = new AudioFX("test.mp3", function(){
    document.addEventListener('mousedown', function(){
      TestAudio.toggle();
    });
});

changeVolume(volume)

  • volume {number} - the new volume to set (supply a fraction like 0.5 between 0 and 1)

You can also use volume() which is simply syntactic sugar for the changeVolume() function.

Example:

var TestAudio = new AudioFX("test.mp3", function(){
    this.play();
    TestAudio.changeVolume(0.8);
});

changeFilter(frequency, quality)

You can also use filter() which is simply syntactic sugar for the changeFilter() function.

Example:

var TestAudio = new AudioFX("test.mp3", function(){
    this.play();
    document.addEventListener('mousemove', function(e){
      var f = e.pageX / window.innerWidth;
      var q = e.pageY / window.innerHeight;
      TestAudio.changeFilter(f,q);
    });
}, {loop:true});

getDuration()

Returns the duration of the AudioFX instance.

Example:

var TestAudio = new AudioFX("test.mp3", function(){
    this.play();
    console.log(this.getDuration());
});

getCurrentTime()

Returns the current position of the AudioFX instance playhead.

Example:

var TestAudio = new AudioFX("test.mp3", function(){
    this.play();
    console.log(this.getCurrentTime());
});

destroy()

Stops and destroys the AudioFX instance, be sure to null the variable/references to completely get rid of it in the memory.

You can also use remove() and kill() which is simply syntactic sugar for the destroy() function.

Example:

var TestAudio = new AudioFX("test.mp3", function(){
    this.play();
    setTimeout(function(){
      TestAudio.destroy();
    },1000);
});

AudioFXGlobal

If you want to use multiple AudioFX instances, there is a global AudioFXGlobal object that is created by the first AudioFX instance. This object holds the cache as an Array of instances and provides a couple of convenient methods:

changeVolumeAll(volume)

  • volume {number} - the new volume to set (supply a fraction like 0.5 between 0 and 1)

Changes the volume on all instances. Be aware that there obviously is no fine-grained control over which instances are affected. Useful if all have the same volume anyway and you want to quickly mute/unmute the website or have a global volume slider.

Example:

AudioFXGlobal.changeVolumeAll(0.3);

destroyAll()

Stops and destroys all AudioFX instances, be sure to null the variable/references to completely get rid of them in the memory.

Example:

AudioFXGlobal.destroyAll();

Dependencies

None! Drop it in as you please.

Compatibility

It uses UMD and therefore is compatible with AMD, CommonJS and returns a global AudioFX. This is the list of browsers that support the Web Audio API, that means it should work there, albeit not every version has been tested. Test reports are very welcome!

  • Chrome 14+
  • Firefox 23+
  • Opera 15
  • Safari 6
  • No Internet Explorer!

Roadmap

  • Global Volume Change across all audioFX instances
  • all Filter types (highpass etc.)
  • Reverb (Convolver)
  • Delay
  • AnalyzerNode
  • Fade In / Fade Out (non-linear)
  • panning position with panner.setPosition(x, y, z);
  • HTML5 Audio Player fallback so there is progressive enhancement (sound playing, but no FX)

FAQ

Is there some kind of loading queue?

For the sake of separation, currently there is no loading queue of multiple audiofiles, although it is really simple to build in your implementation:

var queue = [{name:"test", url:"test.mp3"}, {name:"test2", url:"test2.mp3"}];
var loaded = 0;
var instances = [];
queue.forEach(function(obj){
  instances.push({
    name: obj.name,
    obj: new AudioFX(obj.url, allLoaded)
  });
});
function allLoaded(){
  loaded++;
  if(loaded === queue.length){
    console.log('all are loaded!');
  }
}

License

(The MIT License)

Copyright (c) 2015 Thomas Strobl @tom2strobl tom@wild.as

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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High-Level Audio Effects using the Web Audio API in JavaScript, ~1-2 KB gzipped.

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