Package Exports
- waud.js
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Readme
Web Audio Library with HTML5 audio fallback.
Installation
npm install waud.js
For haxe users:
haxelib install waud
API Documentation
Waud.preferredSampleRate- You can set the preferred audio sample rate. Default: 44100Waud.init(?dom)- To initialise the library, make sure you call this first. You can also pass an optional parentDOMelement to it where all the HTML5 sounds will be appended and also used for touch events to unlock audio on iOS devices.Waud.enableTouchUnlock(?callback)- Helper function to unlock audio on iOS devices. You can pass an optional callback which will be called ontouchendevent.Waud.autoMute()- Helper function to automatically mute audio when the browser window is not in focus. Will un-mute when the window gains focus.Waud.isWebAudioSupported- To check web audio support.Waud.isHTML5AudioSupportedto check HTML5 audio support.Waud.getFormatSupportString()- Returns a string with all the format support information.(ex: OGG: probably, WAV: probably, MP3: probably, AAC: probably, M4A: maybe)
The following functions can be used to check format support (returns true or false):
Waud.isOGGSupported()Waud.isWAVSupported()Waud.isMP3Supported()Waud.isAACSupported()Waud.isM4ASupported()
There are 3 classes available for audio playback.
WaudSound(recommended) - to automatically use web audio api with HTML5 audio fallback.WebAudioAPISound- to force web audio apiHTML5Sound- to force HTML5 audio
HTML5Sound on iOS devices have some limitations you should be aware of. Setting volume audio is not possible and mute is implemented by pausing and replaying the sound if it's already playing.
The following are the options available when creating sound instabce:
autoplay- true or false (default:false)loop- true or false (default:false)volume- between 0 and 1 (default:1)onload- callback function when the sound is loaded with sound instance as parameter (default:none)onend- callback function when the sound playback ends with sound instance as parameter (default:none)onerror- callback function when there is an error in loading/decoding with sound instance as parameter (default:none)
Example:
var snd = new WaudSound("assets/loop.mp3", { autoplay: false, loop: true, volume: 0.5, onload: _playBgSound });Available functions on sound instance:
play(?sprite)- optional sprite name when using audio sprite, returns sound instance for chaining if neededstop()mute(val)- true or falseloop(val)- true or falsesetVolume(val)- between 0 and 1getVolume()- returns value between 0 and 1isPlaying()- returns true or falseonEnd(callback)- callback will get sound instance as parameter
Waud.sounds will hold all the sounds that are loaded. To access any sound use Waud.sounds.get(url) where url is the path used to load the sound.
Audio Sprite
Use waudsprite to generate audio sprite.
var audSprite = new WaudSound("assets/sprite.json");
audSprite.play("glass");Issues
Found any bug? Please create a new issue.
Demo
Usage
JavaScript
Waud.init();
Waud.enableTouchUnlock(touchUnlock);
Waud.autoMute();
var _bgSnd = new WaudSound("assets/loop.mp3", {
"autoplay": false, "loop":true, "volume": 0.5, "onload": _playBgSound
});
var snd2 = new WaudSound("assets/sound1.wav", {
"autoplay": false,
"loop":true,
"onload": function (snd) { snd.play(); },
"onend": function (snd) { console.log("ended"); },
"onerror": function (snd) { console.log("error"); }
});
//Touch unlock event for iOS devices
function touchUnlock() {
if (!_bgSnd.isPlaying()) _bgSnd.play();
}
function _playBgSound(snd) {
if (!snd.isPlaying()) snd.play();
}Haxe
class Main {
var _bgSnd:IWaudSound;
var _snd2:IWaudSound;
public function new() {
Waud.init();
Waud.enableTouchUnlock(touchUnlock);
Waud.autoMute();
_bgSnd = new WaudSound("assets/loop.mp3", { autoplay: false, loop: true, volume: 0.5, onload: _playBgSound });
_snd2 = new WaudSound("assets/sound1.wav", {
autoplay: false,
loop: false,
onload: function (snd) { snd.play(); },
onend: function (snd) { trace("ended"); },
onerror: function (snd) { trace("error"); }
});
}
//Touch unlock event for iOS devices
function touchUnlock() {
if (!_bgSnd.isPlaying()) _bgSnd.play();
}
function _playBgSound(snd:IWaudSound) {
if (!snd.isPlaying()) snd.play();
}
static function main() {
new Main();
}
}Licensing Information
This content is released under the MIT License.
