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. 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 <script>
tag:
<script src="sound.js"></script>
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
.
//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.
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:
sounds["sounds/music.wav"]
Create variable references to all the sounds you want to use so that they're easier to work with:
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:
//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.
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
.
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
bounce.echo = false;
Add reverb
Set a sound's reverb effect using setReverb
. setReverb
takes 3
arguments: duration
, decay
, and reverse
.
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.
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.
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:
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.
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.
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!)
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
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:
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:
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 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 to load and manage files).
//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 :)