# sound.js **Repository Path**: qkzztx_admin/sound.js ## Basic Information - **Project Name**: sound.js - **Description**: No description available - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 1 - **Created**: 2023-06-02 - **Last Updated**: 2023-06-02 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README Sound.js =============== "Sound.js" is micro-library that lets you load, play, and generate sound effects and music for games and interactive applications. It's very small: less than 800 lines of code and no dependencies. [Click here to try an interactive demo](https://cdn.rawgit.com/kittykatattack/sound.js/master/index.html). You can use it as-as, or integrate it into your existing framework. At its heart it's composed of just two, short, independent functions: `makeSound` and `soundEffect`. The `makeSound` function helps you load and play sound files (mp3, wav, ogg, and webm). The `soundEffect` function helps you generate a wide range of sound and music effects from pure code. These two functions are completely modular and free of dependencies, so you can copy and paste whichever parts of them you need into your own projects. In fact, you can create all the sound an music for your project in less than 150 lines of code by just using the `soundEffect` function on its own. If you need it, there's also a `sounds` object with a helpful `load` method that makes it easy to load and access sound files. You'll find all the code in the `sound.js` file. Take a look at the `index.html` file for a working example of all the features. All this code is completely unlicensed and free for you to use however you like. Installation ------------- Just link to the `sound.js` file with a ` ``` Or just copy/paste whichever functions you need from the `sound.js` file into your own project code. Loading sound files ------------------- The best way to load sound files is to use the `sounds` object's `load` method. List the each sound file's path and name in the `sound.load` method's array. Then assign a callback function to `sounds.whenLoaded`. ```js //Load the sounds sounds.load([ "sounds/shoot.wav", "sounds/music.wav", "sounds/bounce.mp3" ]); //Assign the callback function that should run //each time a file loaded, just like PIXI.js sounds.onProgress = function (progress, res) { console.log('Total ' + progress + ' file(s) loaded.'); console.log('File ' + res.url + ' just finished loading.'); }; //Assign the callback function that should run //when the sounds have loaded sounds.whenLoaded = setup; ``` After the sounds have loaded, the `setup` function will run. Use the `setup` function to initialize your sounds. ```js function setup() { //Initialize sounds here } ``` Of course, you can give this function any name you like, it doesn't have to be called `setup`. Initializing loaded sounds -------------------------- After a sound file is loaded using the `sounds.load` method, you can access it as a property of the `sounds` object like this: ```js sounds["sounds/music.wav"] ``` Create variable references to all the sounds you want to use so that they're easier to work with: ```js var shoot = sounds["sounds/shoot.wav"], music = sounds["sounds/music.wav"], bounce = sounds["sounds/bounce.mp3"]; ``` You now have three sound objects, `shoot`, `music`, and `bounce` that you can play and control. Playing and controlling loaded sounds ------------------------------------- You can play, pause, loop and restart sounds as well as set their volume and speaker pan settings. You can also fade sounds in or out. Here's how: ```js //Play the sound music.play(); //Make the sound loop music.loop = true; //Set the volume //1 is full volume, 2 is double volume, 0.5 is half volume, etc. music.volume = 0.7; //Pause the sound. To resume paused sounds call `play` again music.pause(); //Play from a specific time (in seconds) music.playFrom(10) //Set the pan //-1 is the full left speaker, 0 is the middle, 1 is the full right //speaker music.pan = -0.8; //Fade a sound out, over 3 seconds music.fadeOut(3); //Fade a sound in, over 2 seconds music.fadeIn(2) //Fade a sound to a volume level of `0.3` over 1 second music.fade(0.3, 1); ``` ### Change the playback rate Use `playbackRate` to change the speed at which the sound plays back. A value of 0.5 will make the sound play at half speed. A value of 2 will make it play at double speed. 1 is normal speed. ```js music.playbackRate = 0.5; ``` Changing a sound's playback rate doesn't affect its pitch. ### Add echo Use the `setEcho` method to set the sound's optional echo effect. `setEcho` takes three arguments: `delay`, `feedback` and `filter`. ```js bounce.setEcho(0.2, 0.3, 1000); ``` `delay` and `feedback` are times, in seconds. `delay`determines how much time will pass before the sound repeats. `feedback` determines the how strong each repetition is - the higher the `feedback` value, the longer the echo will last. `filter` is an optional value in Hertz that filters out frequencies above that value. It changes the echo's tone with each repetition for a more organic effect. Set `filter` to `0` to disable it. If you ever need to switch off a sound's echo effect, set the sound's `echo` property to `false` ```js bounce.echo = false; ``` ### Add reverb Set a sound's reverb effect using `setReverb`. `setReverb` takes 3 arguments: `duration`, `decay`, and `reverse`. ```js music.setReverb(2, 2, false); ``` `duration` and `decay` are times, in seconds, that determine how pronounced the reverb effect is. Give them large values to simulate a large space, and small values to simulate a small space. The third argument `reverse` is a Boolean (a true/false value) that determines whether the reverb effect should be reversed. Set it to `false` for normal reverb, or to `true` for a spooky reverse reverb. Set the sound's `reverb` property to `false` if you need to disable the reverb effect later. This is how work with sound files. But Sound.js also lets you generate your own music and sound effects from scratch. Generating sound effects and music ---------------------------------- Use the versatile `soundEffect` function to create an almost limitless variety of sound effects using thirteen low-level parameters. Here's a model for using it, including a description of what each parameter does. ```js soundEffect( frequencyValue, //The sound's frequency pitch in Hertz attack, //The time, in seconds, to fade the sound in decay, //The time, in seconds, to fade the sound out type, //waveform type: "sine", "triangle", "square", "sawtooth" volumeValue, //The sound's maximum volume panValue, //The speaker pan. left: -1, middle: 0, right: 1 wait, //The time, in seconds, to wait before playing the sound pitchBendAmount, //The number of Hz to bend the sound's pitch down reverse, //If `reverse` is true the pitch will bend up randomValue, //A range, in Hz, within which to randomize the pitch dissonance, //A value in Hz. Creates 2 dissonant frequencies above and below the target pitch echo, //An array: [delayTimeInSeconds, feedbackTimeInSeconds, filterValueInHz] reverb, //An array: [durationInSeconds, decayRateInSeconds, reverse] timeout //Maximum duration of the sound, in seconds ); ``` (Note: `reverb` for sound effects is currently **experimental** due to browser quirks. In the future it might stabilize but, until then use it at your peril!) The strategy for using the `soundEffect` function is to tinker with all these parameters and come up with your own custom library of sound effects for games. Think of it as a big sound board with fourteen colourful flashing dials you can play with. And think of yourself as a mad scientist and that fourteen is your lucky number! (Note: The last parameter `timeout` is the maximum duration of the sound. It's default value is `2` (2 seconds) which is usually long enough for most sound effects, but set it to a higher number if you're creating longer sounds.) ### Shoot sound Here's an example of how to use the `soundEffect` function to create a typical laser shoot sound. ```js function shootSound() { soundEffect( 1046.5, //frequency 0, //attack 0.3, //decay "sawtooth", //waveform 1, //Volume -0.8, //pan 0, //wait before playing 1200, //pitch bend amount false, //reverse bend 0, //random pitch range 25, //dissonance [0.2, 0.2, 2000], //echo array: [delay, feedback, filter] undefined //reverb array: [duration, decay, reverse?] ); } ``` The "sawtooth" waveform setting gives the sound a biting harshness. The `pitchBendAmount` is 1200, which means the sound's pitch drops 1200 Hz. from start to finish. That makes it sound like every laser from every science fiction movie you've ever seen. The `dissonance` value of 25 means that two extra overtones are added to the sound, 25 Hz above and below the main frequency. Those extra overtones add an edgy complexity to the tone. Because the `soundEffect` function is wrapped in a custom `shootSound` function, you can play the effect at any time in your application code like this: ```js shootSound(); ``` It will play immediately. ### Jump sound Let's look at another example. Here's a `jumpSound` function that produces a typical platform game character jumping sound. ```js function jumpSound() { soundEffect( 523.25, //frequency 0.05, //attack 0.2, //decay "sine", //waveform 3, //volume 0.8, //pan 0, //wait before playing 600, //pitch bend amount true, //reverse 100, //random pitch range 0, //dissonance undefined, //echo array: [delay, feedback, filter] undefined //reverb array: [duration, decay, reverse?] ); } ``` The `jumpSound` has an `attack` value of 0.05, which means there's a very quick fade-in to the sound. It's so quick that you can't really hear it, but it softens the start of sound a bit. The `reverse` value is `true` which means that the pitch bends up instead down. (This makes sense because jumping characters jump upwards.) The `randomValue` is 100. That means the pitch will randomize within a range 100 Hz above and below the target frequency, so that the sound's pitch is slightly different every time. This adds organic interest to the sound and makes the game world feel alive. ### Explosion sound You can create a radically different `explosionSound` effect just by tweaking these same parameters. ```js function explosionSound() { soundEffect( 16, //frequency 0, //attack 1, //decay "sawtooth", //waveform 1, //volume 0, //pan 0, //wait before playing 0, //pitch bend amount false, //reverse 0, //random pitch range 50, //dissonance undefined, //echo array: [delay, feedback, filter] undefined //reverb array: [duration, decay, reverse?] ); } ``` This creates a low frequency rumble. The starting point for the explosion sound is to set the `frequency` value extremely low: 16 Hz. It also has a harsh "sawtooth" waveform. But what makes it really work is the `dissonance` value of 50. This adds two overtones above and below the target frequency; they interfere with each other and the main sound. ### Making music But it's not just for sound effects! You can use the `soundEffect` function to create musical notes, and play them at set intervals. Here's a function called `bonusSound` which plays three notes (D, A and high D) in a rising pitch sequence. It's typical of the kind of musical motif you might hear when a game character scores some bonus points, like picking up stars or coins. (When you hear this sound you might have a flashback to 1985!) ```js function bonusSound() { //D soundEffect(587.33, 0, 0.2, "square", 1, 0, 0); //A soundEffect(880, 0, 0.2, "square", 1, 0, 0.1); //High D soundEffect(1174.66, 0, 0.3, "square", 1, 0, 0.2); } ``` The key to making it work is the last argument: the `wait` value. The first sound's `wait` value is 0, which means the sound will play immediately. The second sound's `wait` value is 0.1, which means it will play after a delay of 100 milliseconds. The last sound's `wait` value is 0.2, which will make it play in 200 milliseconds. This means that all three notes play in sequence with a 100 millisecond gap between them. With just a little more work you could use the `wait` parameter to build a simple music sequencer, and build your own mini-library of musical sound effects just for playing notes. If you need it, here's how to convert frequencies in Hertz to real note values: [Note values of frequencies in Hertz](http://www.phy.mtu.edu/~suits/notefreqs.html) Have fun! Advanced sound loading and decoding configurations -------------------------------------------------- (Note: This is advanced stuff that you probably don't need to know!) What if you're already using your own custom file and asset loading system, and just want to generate a sound object from a pre-loaded audio file? You can do this with the help of `makeSound`'s optional 3rd and 4th arguments: ```js var anySound = makeSound(source, loadHandler, loadTheSound?, xhrObject); ``` `loadTheSound?` is a Boolean (true/false) value that, if `false` prevents the sound file from being loaded. So, if you're working with a sound file that you've already loaded somehow, set it to `false`. `xhrObject`, the optional 4th argument, is the XHR object that was used to load the sound. Again, if you're using your own custom file loading system, provide the XHR object that you've used to load the sound file. If you supply the `xhr` argument, `makeSound` will skip the file loading step (because you've already done that), but still decode the audio buffer for you. (Note: If you are loading the sound file using another file loading library, make sure that your sound files are loaded with the XHR `responseType = "arraybuffer"` option.) For example, here's how you could use this advanced configuration to decode a sound that you've already loaded using your own custom loading system: ```js var soundSprite = makeSound(source, decodeHandler.bind(this), false, xhr); ``` When the file has finished being decoded, your custom `decodeHandler` will run, which will tell you that the file has finished decoding. If you're creating more than one sound like this, use counter variables to track the number of sounds you need to decode, and the number of sounds that have already been decoded. When both sets of counters are the same, you'll know that all your sound files have finished decoding and you can proceed with the rest of you application. The [Hexi game engine](https://github.com/kittykatattack/hexi) uses `makeSound` in this way. Here's the code from Hexi's `core.js` file that uses this configuration. It's just listed here as a general reference for you in case you need to integrate Sound.js in a similar way in your own framework. (Hexi uses Chad Engler's brilliant [Resource Loader](https://github.com/englercj/resource-loader) to load and manage files). ```js //This is the code that will run when all the sounds have been decoded let finsihLoadingState = () = { //... continue running the application... }; //Variables to count the number of sound files and the sound files //that have been decoded. If both these numbers are the same at //some point, then we know all the sounds have been decoded and we //can call the `finishLoadingState` function let soundsToDecode = 0, soundsDecoded = 0; //First, create a list of the kind of sound files we want to check let soundExtensions = ["wav", "mp3", "ogg", "webm"]; //The `decodeHandler` will run when each sound file is decoded let decodeHandler = () => { //Count 1 more sound as having been decoded soundsDecoded += 1; //If the decoded sounds match the number of sounds to decode, //then we know all the sounds have been decoded and we can call //`finishLoadingState` if (soundsToDecode === soundsDecoded) { finishLoadingState(); } }; //Loop through all the loader's resources and look for sound files Object.keys(this.loader.resources).forEach(resource => { //Find the file extension of the asset let extension = resource.split(".").pop(); //If one of the resource file extensions matches the sound file //extensions, then we know we have a sound file if(soundExtensions.indexOf(extension) !== -1){ //Count one more sound to decode soundsToDecode += 1; //Create aliases for the sound's `xhr` object and `url` (its //file name) let xhr = this.loader.resources[resource].xhr, url = this.loader.resources[resource].url; //Create a sound sprite using`sound.js`'s //`makeSound` function. Notice the 4th argument is the loaded //sound's `xhr` object. Setting the 3rd argument to `false` //means that `makeSound` won't attempt to load the sounds //again. When the sound has been decoded, the `decodeHandler` //(see above!) will be run let soundSprite = makeSound(url, decodeHandler.bind(this), false, xhr); //Get the sound file name soundSprite.name = this.loader.resources[resource].name; //Add the sound object to Hexi's `soundObjects` object this.soundObjects[soundSprite.name] = soundSprite; } }); //If there are no sound files, we can skip the decoding step and //just call `finishLoadingState` directly if (soundsToDecode === 0) { finishLoadingState(); } ``` If you need any help integrating `Sound.js` with your own custom file loading system, create a new issue in this GitHub repository and we'll do our best to help :)