Huge News!Announcing our $40M Series B led by Abstract Ventures.Learn More
Socket
Sign inDemoInstall
Socket

multi-channel-web-audio

Package Overview
Dependencies
Maintainers
1
Versions
4
Alerts
File Explorer

Advanced tools

Socket logo

Install Socket

Detect and block malicious and high-risk dependencies

Install

multi-channel-web-audio

Multi channel, multi speaker audio for the browser

  • 0.1.1
  • npm
  • Socket score

Version published
Weekly downloads
1
Maintainers
1
Weekly downloads
 
Created
Source

Multi Channel Web Audio

Provides a convenient audio engine that can route sounds to specific speakers in a multi-channel (more than 2 speakers) environment.

Setup

Install

npm i multi-channel-web-audio

Import

import MultiChannelPlayer from "multi-channel-web-audio";

or

const MultiChannelPlayer = require("multi-channel-web-audio");

Usage

Make a player instance

Instantiate with the number of speakers you expect to route. For example, here's a 4 channel setup:

const player = new MultiChannelPlayer(4);

Load a sample bank

Call loadSamples and provide a sample bank object, where each key is a string naming the sample, and the corresponding value is the path to the source file. This happens asynchronously (fetches files and loads array buffers), so the result is a Promise.

For example:

player.loadSamples({
  beep: "/samples/beep.mp3",
  toot: "/samples/toot-toot.mp3"
}).then(() => {
  console.log('yay my samples loaded');
  // now you can play them
}).catch(e => {
  console.error('something went wrong loading samples: ', e);
});

Trigger samples

Specify the sample key (it must exist in your SourceMap, and it must have been loaded already); then specify the channel (speaker) you want it to play from. Example:

player.play("beep", 2); // plays out of speaker index 2 (third speaker)

Optional variations

You can pass a third parameter to play if you like: a PlaybackOptions object, specifying any or all of the following:

{
  loop?: boolean = false;
  rateVariation?: number = 0;
  volumeVariation?: number 0;
  volumeMax?: number = 1.0;
  exclusive?: boolean = false;
}

The rate and volume variations work in similar way. By default, 0 variation will mean that rate is 1.0 or volume is always maximum (1.0 or a value specified in volumeMax).

Specifying another value will allow random variation above or below "normal" up to the range you specify. Example:

player.play("annoyingSound", 0, {
  rateVariation: 0.5
});
// Sound will play in range 0.5x - 1.5x normal speed.

Rate variation will affect the pitch, too.

Pick a sound from a list

You might want to have multiple samples to randomly pick from on a single sound "event". Kind of like an audio "sprite sheet". In that case, supply an array of keys instead of a single key string:

player.play(["beep", "boop", "bahp"], 0);
// You will randomly hear either "beep", "boop" or "bahp" sample each time this is called.

Development

The library is written in TypeScript so compiles with npm run build

You can also run a small browser demo to test again, with npm run example

Keywords

FAQs

Package last updated on 02 Mar 2020

Did you know?

Socket

Socket for GitHub automatically highlights issues in each pull request and monitors the health of all your open source dependencies. Discover the contents of your packages and block harmful activity before you install or update your dependencies.

Install

Related posts

SocketSocket SOC 2 Logo

Product

  • Package Alerts
  • Integrations
  • Docs
  • Pricing
  • FAQ
  • Roadmap
  • Changelog

Packages

npm

Stay in touch

Get open source security insights delivered straight into your inbox.


  • Terms
  • Privacy
  • Security

Made with ⚡️ by Socket Inc