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Excalibur-JSFXR Plugin
A plug in that assists in creating 8-bit sound effects for game, stores them, and makes them playable within your Excalibur Game!
Table of Contents
- About The Plug-In
- Getting Started
- Sound Configs
- Playing Sounds
- Making a new sound
- Types
- Utility Methods
- Contact
- Acknowledgments
About The Plug-In
This plug in creates a class which is an abstraction of the JSFXR project that is wrapped nicely to use with Excalibur.
JSFXR Project
In the API:
- initialization of JSFXR
- Ability to store a dictionary(Records) of sound configurations
- Ability to directly play a configuration through the library
- the ability to download the sounds directly as a collection of key/value pairs
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Getting Started
To import the plug-in, from your shell:
npm i @excaliburjs/plugin-jsfxr
Declare and instantiate the new module and initialize
import { JsfxrResource, SoundConfig } from "@excaliburjs/plugin-jsfxr";
import { sounds } from "./sounds";
let sndPlugin = new JsfxrResource();
sndPlugin.init();
for (const sound in sounds) {
sndPlugin.loadSoundConfig(sound, sounds[sound]);
}
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Sound Configs
As you may notice, we are loading sound configurations from sounds.ts in the example above. Let's take a quick look at an example from
sounds.ts
import { SoundConfig } from "@excaliburjs/plugin-jsfxr";
export const sounds: { [key: string]: SoundConfig } = {};
sounds["pickup"] = {
oldParams: true,
wave_type: 1,
p_env_attack: 0,
p_env_sustain: 0.02376922019231107,
p_env_punch: 0.552088780864157,
p_env_decay: 0.44573175628456596,
p_base_freq: 0.6823818961421457,
p_freq_limit: 0,
p_freq_ramp: 0,
p_freq_dramp: 0,
p_vib_strength: 0,
p_vib_speed: 0,
p_arp_mod: 0,
p_arp_speed: 0,
p_duty: 0,
p_duty_ramp: 0,
p_repeat_speed: 0,
p_pha_offset: 0,
p_pha_ramp: 0,
p_lpf_freq: 1,
p_lpf_ramp: 0,
p_lpf_resonance: 0,
p_hpf_freq: 0,
p_hpf_ramp: 0,
sound_vol: 0.25,
sample_rate: 44100,
sample_size: 16,
};
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Playing Sounds
There are two ways to get the plugin to play a noise...
Playing a stored sound
After you've stored your configs in the plugin, you can call the name of the config from the plug-in method playSound(name: string)
sndPlugin.playSound("laser");
Playing an ad hoc configuration
If you do this manually, your heading for some pain, there are tools that can do this for you, and I'll share those briefly.
the Plugin has a playConfig() method that accepts a SoundConfig object, and it will play it immediately.
const tempSound: SoundConfig = {
oldParams: true,
wave_type: wavetype,
p_env_attack: m.attack.value,
p_env_sustain: m.sustain.value,
p_env_punch: m.punch.value,
p_env_decay: m.decay.value,
p_base_freq: m.fstart.value,
p_freq_limit: m.fmin.value,
p_freq_ramp: m.fslide.value,
p_freq_dramp: m.fdelta.value,
p_vib_strength: m.vibDepth.value,
p_vib_speed: m.vibSpeed.value,
p_arp_mod: m.arpMult.value,
p_arp_speed: m.arpChange.value,
p_duty: dutycycle,
p_duty_ramp: dutyramp,
p_repeat_speed: m.reRate.value,
p_pha_offset: m.flgOffset.value,
p_pha_ramp: m.flgSweep.value,
p_lpf_freq: m.lopassFreq.value,
p_lpf_ramp: m.lopassSweep.value,
p_lpf_resonance: m.lopassRes.value,
p_hpf_freq: m.hipassFreq.value,
p_hpf_ramp: m.hipassSweep.value,
sound_vol: m.Gain.value,
sample_rate: sampleRate,
sample_size: sampleSize,
};
sndPlugin.playConfig(tempSound);
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Making a new sound
The old fasion way of doing this is using the original tool
You can use this tool to create the SoundConfig object, which can be copied/pasted from the browser itself.
Another way is using the Excalibur Demo for this plug-in.
This demo let's you create your 'library' of sounds, and then you can click export button in the top left of window and it will
download your sounds.ts file prewritten for you!
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Types
SoundConfig
export type SoundConfig = {
oldParams: boolean;
wave_type: number;
p_env_attack: number;
p_env_sustain: number;
p_env_punch: number;
p_env_decay: number;
p_base_freq: number;
p_freq_limit: number;
p_freq_ramp: number;
p_freq_dramp: number;
p_vib_strength: number;
p_vib_speed: number;
p_arp_mod: number;
p_arp_speed: number;
p_duty: number;
p_duty_ramp: number;
p_repeat_speed: number;
p_pha_offset: number;
p_pha_ramp: number;
p_lpf_freq: number;
p_lpf_ramp: number;
p_lpf_resonance: number;
p_hpf_freq: number;
p_hpf_ramp: number;
sound_vol: number;
sample_rate: number;
sample_size: number;
};
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Utility Methods
deleteSoundConfig
deleteSoundConfig(name: string)
This method clears out the the particular element from the sound configs stored
getConfigs
getConfigs(): { [key: string]: SoundConfig }
These methods return a set of key/valuepairs representing all the sound config keys, paired with a SoundConfig object
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Contact
Justin Young - @jyoung424242 (Twitter) - Mookie4242 (itch.io)
Project Link: GitHub Repo: Excalibur-Graph
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Acknowledgments
Special thanks to two great communities that are always available to jump in help, and inspire little projects like these!!!!
About JSFXR: Jsfxr is an online 8 bit sound maker and sfx generator. All you need to make retro sound effects with jsfxr is a web
browser. It's a JavaScript port of the original sfxr by DrPetter. You can also use it as a
JavaScript library for playing and rendering sfxr sound effects in your games.
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