howler.js is an audio library for the modern web. It defaults to Web Audio API and falls back to HTML5 Audio.
More documentation, examples and demos can be found at howlerjs.com.
- Defaults to Web Audio API
- Falls back to HTML5 Audio
- Supports multiple file formats to support all browsers
- Automatic caching for Web Audio API
- Implements cache pool for HTML5 Audio
- Per-sound and global mute/unmute and volume control
- Playback of multiple sounds at the same time
- Easy sound sprite definition and playback
- Fade in/out sounds
- Supports Web Audio 3D sound positioning
- Methods can be chained
- Uses no outside libraries, just pure Javascript
- Lightweight, 9kb filesize (3kb gzipped)
Tested in the following browsers/versions:
- Google Chrome 7.0+
- Internet Explorer 9.0+
- Firefox 4.0+
- Safari 5.1.4+
- Mobile Safari 6.0+ (after user input)
- Opera 12.0+
var sound = new Howl({
src: ['sound.mp3']
});
sound.play();
var sound = new Howl({
src: ['sound.ogg', 'sound.mp3', 'sound.wav'],
autoplay: true,
loop: true,
volume: 0.5,
onend: function() {
console.log('Finished!');
}
});
var sound = new Howl({
src: ['sounds.ogg', 'sounds.mp3'],
sprite: {
blast: [0, 1000],
laser: [2000, 3000],
winner: [4000, 7500]
}
});
// shoot the laser!
sound.play('laser');
The sources to the track(s) to be loaded for the sound (URLs or base64 data URIs). These should be in order of preference, howler.js will automatically load the first one that is compatible with the current browser. If your files have no extensions, you will need to explicitly specify the extension using the ext
property.
The volume of the specific track, from 0.0
to 1.0
.
Set to true
to force HTML5 Audio. This should be used for large audio files so that you don't have to wait for the full file to be downloaded and decoded before playing.
Set to true
to automatically loop the sound forever.
Automatically begin downloading the audio file when the Howl
is defined.
Set to true
to automatically start playback when sound is loaded.
Set to true
to load the audio muted.
Define a sound sprite for the sound. The offset and duration are defined in milliseconds. A third (optional) parameter is available to set a sprite as looping.
{
key: [offset, duration, (loop)]
}
The rate of playback. 0.5 to 4.0, with 1.0 being normal speed.
The size of the inactive sounds pool. Once sounds are stopped or finish playing, they are marked as ended and ready for cleanup. We keep a pool of these to recycle for improved performance. Generally this doesn't need to be changed. It is important to keep in mind that when a sound is paused, it won't be removed from the pool and will still be considered active so that it can be resumed later.
howler.js automatically detects your file format from the extension, but you may also specify a format in situations where extraction won't work (such as with a SoundCloud stream).
Fires when the sound is loaded.
Fires when the sound is unable to load.
Fires when the sound begins playing. The first parameter is the ID of the sound.
Fires when the sound finishes playing (if it is looping, it'll fire at the end of each loop). The first parameter is the ID of the sound.
Fires when the sound has been paused. The first parameter is the ID of the sound.
Fires when the current sound finishes fading in/out. The first parameter is the ID of the sound.
Begins playback of a sound. Returns the sound id to be used with other methods. Only method that can't be chained.
- sprite/id:
String/Number
optional
Takes one parameter that can either be a sprite or sound ID. If a sprite is passed, a new sound will play based on the sprite's definition. If a sound ID is passed, the previously played sound will be played (for example, after puasing it). However, if an ID of a sound that has been drained from the pool is passed, nothing will play.
Pauses playback of sound or group, saving the seek
of playback.
- id:
Number
optional
The sound ID. If none is passed, all sounds in group are puased.
Stops playback of sound, resetting seek
to 0
.
- id:
Number
optional
The sound ID. If none is passed, all sounds in group are stopped.
Mutes the sound, but doesn't pause the playback.
- muted:
Boolean
optional
True to mute and false to unmute. - id:
Number
optional
The sound ID. If none is passed, all sounds in group are stopped.
Get/set volume of this sound or the group. This method optionally takes 0, 1 or 2 arguments.
- volume:
Number
optional
Volume from0.0
to1.0
. - id:
Number
optional
The sound ID. If none is passed, all sounds in group have volume altered relative to their own volume.
Fade a currently playing sound between two volumes. Fires the faded
event when complete.
- from:
Number
Volume to fade from (0.0
to1.0
). - to:
Number
Volume to fade to (0.0
to1.0
). - duration:
Number
Time in milliseconds to fade. - id:
Number
optional
The sound ID. If none is passed, all sounds ing roup will fade.
Get/set the position of playback for a sound. This method optionally takes 0, 1 or 2 arguments.
- seek:
Number
optional
The position to move current playback to (in seconds). - id:
Number
optional
The sound ID. If none is passed, the first sound will seek.
Get/set whether to loop the sound or group. This method can optionally take 0, 1 or 2 arguments.
- loop:
Boolean
optional
To loop or not to loop, that is the question. - id:
Number
optional
The sound ID. If none is passed, all sounds in group will have theirloop
property updated.
Check if a sound is currently playing or not, returns a Boolean
.
- id:
Number
The sound ID to check.
Get the duration of the audio source. Will return 0 until after the load
event fires.
Listen for events. Multiple events can be added by calling this multiple times.
- event:
String
Name of event to fire/set (load
,loaderror
,play
,end
,pause
,faded
). - function:
Function
Define function to fire on event. - id:
Number
optional
Only listen to events for this sound id.
Same as on
, but it removes itself after the callback is fired.
- event:
String
Name of event to fire/set (load
,loaderror
,play
,end
,pause
,faded
). - function:
Function
Define function to fire on event. - id:
Number
optional
Only listen to events for this sound id.
Remove event listener that you've set.
- event:
String
Name of event (load
,loaderror
,play
,end
,pause
,faded
). - function:
Function
optional
The listener to remove. Omit this to remove all events of type. - id:
Number
optional
Only remove events for this sound id.
This is called by default, but if you set preload
to false, you must call load
before you can play any sounds.
Unload and destroy a Howl object. This will immediately stop all sounds attached to this sound and remove it from the cache.
The following methods are used to modify all sounds globally, and are called from the Howler
object.
Mute or unmute all sounds.
- muted:
Boolean
True to mute and false to unmute.
Get/set the global volume for all sounds, relative to their own volume.
- volume:
Number
optional
Volume from0.0
to1.0
.
Check supported audio codecs. Returns true
if the codec is supported in the current browser.
- ext:
String
File extension. One of: "mp3", "opus", "ogg", "wav", "aac", "m4a", "mp4", "weba".
true
if the Web Audio API is available.
true
if any audio is available.
Automatically attempts to enable audio on iOS devices.
Exposes the AudioContext
with Web Audio API.
Get/set the 3D spatial position of the audio source for this sound or group. The most common usage is to set the x
position for left/right panning. Setting any value higher than 1.0
will begin to decrease the volume of the sound as it moves further away.
- x:
Number
The x-position of the audio from-1000.0
to1000.0
. - y:
Number
The y-position of the audio from-1000.0
to1000.0
. - z:
Number
The z-position of the audio from-1000.0
to1000.0
. - id:
Number
optional
The sound ID. If none is passed, all in group will be updated.
Get/set the direction the audio source is pointing in the 3D cartesian coordinate space. Depending on how direction the sound is, based on the cone
attributes, a sound pointing away from the listener can be quiet or silent.
- x:
Number
The x-orientation of the source. - y:
Number
The y-orientation of the source. - z:
Number
The z-orientation of the source. - id:
Number
optional
The sound ID. If none is passed, all in group will be updated.
Get/set the velocity vector of the audio source or group. This controls both direction and speed in 3D space and is relative to the listener's velocity. The units are meters/second and are independent of position and orientation.
- x:
Number
The x-velocity of the source. - y:
Number
The y-velocity of the source. - z:
Number
The z-velocity of the source. - id:
Number
optional
The sound ID. If none is passed, all in group will be updated.
Get/set the panner node's attributes for a sound or group of sounds. This method can optionall take 0, 1 or 2 arguments.
- o:
Object
All values to update.- coneInnerAngle
360
There will be no volume reduction inside this angle. - coneOUterAngle
360
The volume will be reduced to a constant value ofconeOuterGain
outside this angle. - coneOuterGain
0
The amount of volume reduction outside ofconeOuterAngle
. - distanceModel
inverse
Determines algorithm to use to reduce volume as audio moves away from listener. Can belinear
,inverse
or `exponential. - maxDistance
10000
Volume won't reduce between source/listener beyond this distance. - panningModel
HRTF
Determines which spatialization algorithm is used to position audio. Can beHRTF
orequalpower
. - refDistance
1
A reference distance for reducing volume as the source moves away from the listener. - rolloffFactor
1
How quickly the volume reduces as source moves from listener.
- coneInnerAngle
- id:
Number
optional
The sound ID. If none is passed, all in group will be updated.
Sets the direction the audio source is pointing in the 3D cartesian coordinate space. Depending on how direction the sound is, based on the cone
attributes, a sound pointing away from the listener can be quiet or silent.
Sets the 3D spatial position of the audio source for this sound or group. The most common usage is to set the x
position for left/right panning. Setting any value higher than 1.0
will begin to decrease the volume of the sound as it moves further away.
Sets the velocity vector of the audio source or group. This controls both direction and speed in 3D space and is relative to the listener's velocity. The units are meters/second and are independent of position and orientation.
Sets the panner node's attributes for a sound or group of sounds. See the pannerAttr
method for all available options.
Get/set the position of the listener in 3D cartesian space. Sounds using 3D position will be relative to the listener's position.
- x:
Number
The x-position of the listener. - y:
Number
The y-position of the listener. - z:
Number
The z-position of the listener.
Get/set the direction the listener is pointing in the 3D cartesian space. A front and up vector must be provided. The front is the direction the face of the listener is pointing, and up is the direction the top of the listener is pointing. Thus, these values are expected to be at right angles from each other.
- x:
Number
The x-orientation of listener. - y:
Number
The y-orientation of listener. - z:
Number
The z-orientation of listener. - xUp:
Number
The x-orientation of the top of the listener. - yUp:
Number
The y-orientation of the top of the listener. - zUp:
Number
The z-orientation of the top of the listener.
Get/set the velocity vector of the listener. This controls both direction and speed in 3D space, and is combined relative to a sound's velocity to determine how much doppler shift (pitch change) to apply.
- x:
Number
The x-velocity of listener. - y:
Number
The y-velocity of listener. - z:
Number
The z-velocity of listener.
Get/set the audio listener attributes.
- o:
Object
All values to update.- dopplerFactor
1
Determines the amount of pitch shift from doppler effect. - speedOfSound
343.3
Speed of sound used to calculate doppler shift.
- dopplerFactor
By default, audio on iOS is locked until a sound is played within a user interaction, and then it plays normally the rest of the page session (Apple documentation). The default behavior of howler.js is to attempt to silently unlock audio playback by playing an empty buffer on the first touchstart
event. This behavior can be disabled by calling:
Howler.iOSAutoEnable = false;
Howler.js supports a wide array of audio codecs that have varying browser support ("mp3", "opus", "ogg", "wav", "aac", "m4a", "mp4", "weba", ...), but if you want full browser coverage you still need to use at least two of them. If your goal is to have the best balance of small filesize and high quality, based on extensive production testing, your best bet is to default to ogg/webm
and fallback to mp3
. Both ogg
and webm
have nearly full browser coverage with a great combination of compression and quality. You'll need the mp3
fallback for Internet Explorer.
It is important to remember that howler.js selects the first compatible sound from your array of sources. So if you want ogg
or webm
to be used before mp3
, you need to put the sources in that order.
Copyright (c) 2013-2014 James Simpson and GoldFire Studios, Inc.
Released under the MIT License.