Javascript audio library for the modern web.
npm install howler-ff
Additional information, live demos and a user showcase are available at howlerjs.com.
Several options to get up and running:
* Clone the repo: git clone https://github.com/goldfire/howler.js.git
* Install with npm: npm install howler
* Install with Yarn: yarn add howler
* Install with Bower: bower install howler
* Hosted CDN: cdnjs jsDelivr
In the browser:
``html`
As a dependency:
`javascript`
import {Howl, Howler} from 'howler';
`javascript`
const {Howl, Howler} = require('howler');
##### Most basic, play an MP3:
`javascript
var sound = new Howl({
src: ['sound.mp3']
});
sound.play();
`
##### More playback options:
`javascript`
var sound = new Howl({
src: ['sound.webm', 'sound.mp3', 'sound.wav'],
autoplay: true,
loop: true,
volume: 0.5,
onend: function() {
console.log('Finished!');
}
});
##### Define and play a sound sprite:
`javascript
var sound = new Howl({
src: ['sounds.webm', 'sounds.mp3'],
sprite: {
blast: [0, 3000],
laser: [4000, 1000],
winner: [6000, 5000]
}
});
// Shoot the laser!
sound.play('laser');
`
##### Listen for events:
`javascript
var sound = new Howl({
src: ['sound.webm', 'sound.mp3']
});
// Clear listener after first call.
sound.once('load', function(){
sound.play();
});
// Fires when the sound finishes playing.
sound.on('end', function(){
console.log('Finished!');
});
`
##### Control multiple sounds:
`javascript
var sound = new Howl({
src: ['sound.webm', 'sound.mp3']
});
// Play returns a unique Sound ID that can be passed
// into any method on Howl to control that specific sound.
var id1 = sound.play();
var id2 = sound.play();
// Fade out the first sound and speed up the second.
sound.fade(1, 0, 1000, id1);
sound.rate(1.5, id2);
`
##### ES6:
`javascript
import {Howl, Howler} from 'howler';
// Setup the new Howl.
const sound = new Howl({
src: ['sound.webm', 'sound.mp3']
});
// Play the sound.
sound.play();
// Change global volume.
Howler.volume(0.5);
`
More in-depth examples (with accompanying live demos) can be found in the examples directory.
[] required
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 format property.
#### volume Number 1.0
The volume of the specific track, from 0.0 to 1.0.
#### html5 Boolean false
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.
#### loop Boolean false
Set to true to automatically loop the sound forever.
#### preload Boolean true
Automatically begin downloading the audio file when the Howl is defined.
#### autoplay Boolean false
Set to true to automatically start playback when sound is loaded.
#### mute Boolean false
Set to true to load the audio muted.
#### sprite Object {}
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. An easy way to generate compatible sound sprites is with audiosprite.
`javascript
{
key: [offset, duration, (loop)]
}
`
#### rate Number 1.0
The rate of playback. 0.5 to 4.0, with 1.0 being normal speed.
#### pool Number 5
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.
#### format Array []
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).
#### xhrWithCredentials Boolean false
Whether or not to enable the withCredentials flag on XHR requests used to fetch audio files when using Web Audio API (see reference).
#### onload Function
Fires when the sound is loaded.
#### onloaderror Function
Fires when the sound is unable to load. The first parameter is the ID of the sound (if it exists) and the second is the error message/code.
#### onplayerror Function
Fires when the sound is unable to play. The first parameter is the ID of the sound and the second is the error message/code.
#### onplay Function
Fires when the sound begins playing. The first parameter is the ID of the sound.
#### onend Function
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.
#### onpause Function
Fires when the sound has been paused. The first parameter is the ID of the sound.
#### onstop Function
Fires when the sound has been stopped. The first parameter is the ID of the sound.
#### onmute Function
Fires when the sound has been muted/unmuted. The first parameter is the ID of the sound.
#### onvolume Function
Fires when the sound's volume has changed. The first parameter is the ID of the sound.
#### onrate Function
Fires when the sound's playback rate has changed. The first parameter is the ID of the sound.
#### onseek Function
Fires when the sound has been seeked. The first parameter is the ID of the sound.
#### onfade Function
Fires when the current sound finishes fading in/out. The first parameter is the ID of the sound.
#### onunlock Function
Fires when audio has been automatically unlocked through a touch/click event.
$3
#### play([sprite/id])
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 pausing it). However, if an ID of a sound that has been drained from the pool is passed, nothing will play.#### pause([id])
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 paused.#### stop([id])
Stops playback of sound, resetting
seek to 0.
* id: Number optional The sound ID. If none is passed, all sounds in group are stopped.#### mute([muted], [id])
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.#### volume([volume], [id])
Get/set volume of this sound or the group. This method optionally takes 0, 1 or 2 arguments.
* volume:
Number optional Volume from 0.0 to 1.0.
* id: Number optional The sound ID. If none is passed, all sounds in group have volume altered relative to their own volume.#### fade(from, to, duration, [id])
Fade a currently playing sound between two volumes. Fires the
fade event when complete.
* from: Number Volume to fade from (0.0 to 1.0).
* to: Number Volume to fade to (0.0 to 1.0).
* duration: Number Time in milliseconds to fade.
* id: Number optional The sound ID. If none is passed, all sounds in group will fade.#### rate([rate], [id])
Get/set the rate of playback for a sound. This method optionally takes 0, 1 or 2 arguments.
* rate:
Number optional The rate of playback. 0.5 to 4.0, with 1.0 being normal speed.
* id: Number optional The sound ID. If none is passed, playback rate of all sounds in group will change.#### seek([seek], [id])
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.#### loop([loop], [id])
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 their loop property updated.#### state()
Check the load status of the
Howl, returns a unloaded, loading or loaded.#### playing(id)
Check if a sound is currently playing or not, returns a
Boolean. If no sound ID is passed, check if any sound in the Howl group is playing.
* id: Number The sound ID to check.#### duration([id])
Get the duration of the audio source. Will return 0 until after the
load event fires.
* id: Number optional The sound ID to check. Passing an ID will return the duration of the sprite being played on this instance; otherwise, the full source duration is returned.#### on(event, function, [id])
Listen for events. Multiple events can be added by calling this multiple times.
* event:
String Name of event to fire/set (load, loaderror, playerror, play, end, pause, stop, mute, volume, rate, seek, fade, unlock).
* function: Function Define function to fire on event.
* id: Number optional Only listen to events for this sound id.#### once(event, function, [id])
Same as
on, but it removes itself after the callback is fired.
* event: String Name of event to fire/set (load, loaderror, playerror, play, end, pause, stop, mute, volume, rate, seek, fade, unlock).
* function: Function Define function to fire on event.
* id: Number optional Only listen to events for this sound id.#### off(event, [function], [id])
Remove event listener that you've set. Call without parameters to remove all events.
* event:
String Name of event (load, loaderror, playerror, play, end, pause, stop, mute, volume, rate, seek, fade, unlock).
* 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.#### load()
This is called by default, but if you set
preload to false, you must call load before you can play any sounds.#### unload()
Unload and destroy a Howl object. This will immediately stop all sounds attached to this sound and remove it from the cache.
$3
#### usingWebAudio Boolean
true if the Web Audio API is available.
#### noAudio Boolean
true if no audio is available.
#### autoUnlock Boolean true
Automatically attempts to enable audio on mobile (iOS, Android, etc) devices and desktop Chrome/Safari.
#### html5PoolSize Number 10
Each HTML5 Audio object must be unlocked individually, so we keep a global pool of unlocked nodes to share between all Howl instances. This pool gets created on the first user interaction and is set to the size of this property.
#### autoSuspend Boolean true
Automatically suspends the Web Audio AudioContext after 30 seconds of inactivity to decrease processing and energy usage. Automatically resumes upon new playback. Set this property to false to disable this behavior.
#### ctx Boolean Web Audio Only
Exposes the AudioContext with Web Audio API.
#### masterGain Boolean Web Audio Only
Exposes the master GainNode with Web Audio API. This can be useful for writing plugins or advanced usage.
$3
The following methods are used to modify all sounds globally, and are called from the Howler object.
#### mute(muted)
Mute or unmute all sounds.
* muted: Boolean True to mute and false to unmute.#### volume([volume])
Get/set the global volume for all sounds, relative to their own volume.
* volume:
Number optional Volume from 0.0 to 1.0.#### codecs(ext)
Check supported audio codecs. Returns
true if the codec is supported in the current browser.
* ext: String File extension. One of: "mp3", "mpeg", "opus", "ogg", "oga", "wav", "aac", "caf", m4a", "mp4", "weba", "webm", "dolby", "flac".#### unload()
Unload and destroy all currently loaded Howl objects. This will immediately stop all sounds and remove them from cache.
Plugin: Spatial
$3
#### orientation Array [1, 0, 0]
Sets the direction the audio source is pointing in the 3D cartesian coordinate space. Depending on how directional the sound is, based on the cone attributes, a sound pointing away from the listener can be quiet or silent.
#### stereo Number null
Sets the stereo panning value of the audio source for this sound or group. This makes it easy to setup left/right panning with a value of -1.0 being far left and a value of 1.0 being far right.
#### pos Array null
Sets the 3D spatial position of the audio source for this sound or group relative to the global listener.
#### pannerAttr Object
Sets the panner node's attributes for a sound or group of sounds. See the pannerAttr method for all available options.
#### onstereo Function
Fires when the current sound has the stereo panning changed. The first parameter is the ID of the sound.
#### onpos Function
Fires when the current sound has the listener position changed. The first parameter is the ID of the sound.
#### onorientation Function
Fires when the current sound has the direction of the listener changed. The first parameter is the ID of the sound.
$3
#### stereo(pan, [id])
Get/set the stereo panning of the audio source for this sound or all in the group.
* pan: Number A value of -1.0 is all the way left and 1.0 is all the way right.
* id: Number optional The sound ID. If none is passed, all in group will be updated.#### pos(x, y, z, [id])
Get/set the 3D spatial position of the audio source for this sound or group relative to the global listener.
* x:
Number The x-position of the audio source.
* y: Number The y-position of the audio source.
* z: Number The z-position of the audio source.
* id: Number optional The sound ID. If none is passed, all in group will be updated.#### orientation(x, y, z, [id])
Get/set the direction the audio source is pointing in the 3D cartesian coordinate space. Depending on how directional 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.#### pannerAttr(o, [id])
Get/set the panner node's attributes for a sound or group of sounds.
* o:
Object All values to update.
* coneInnerAngle 360 A parameter for directional audio sources, this is an angle, in degrees, inside of which there will be no volume reduction.
* coneOuterAngle 360 A parameter for directional audio sources, this is an angle, in degrees, outside of which the volume will be reduced to a constant value of coneOuterGain.
* coneOuterGain 0 A parameter for directional audio sources, this is the gain outside of the coneOuterAngle. It is a linear value in the range [0, 1].
* distanceModel inverse Determines algorithm used to reduce volume as audio moves away from listener. Can be linear, inverse or exponential. You can find the implementations of each in the spec.10000 The maximum distance between source and listener, after which the volume will not be reduced any further.1 A reference distance for reducing volume as source moves further from the listener. This is simply a variable of the distance model and has a different effect depending on which model is used and the scale of your coordinates. Generally, volume will be equal to 1 at this distance.1 How quickly the volume reduces as source moves from listener. This is simply a variable of the distance model and can be in the range of [0, 1] with linear and [0, ∞] with inverse and exponential.HRTF Determines which spatialization algorithm is used to position audio. Can be HRTF or equalpower.Number optional The sound ID. If none is passed, all in group will be updated.Howls. Future Howls will not use this value unless explicitly set.Number A value of -1.0 is all the way left and 1.0 is all the way right.#### pos(x, y, z)
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.
#### orientation(x, y, z, xUp, yUp, zUp)
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.
touchend event. This behavior can be disabled by calling:``javascript`
Howler.autoUnlock = false;
If you try to play audio automatically on page load, you can listen to a playerror event and then wait for the unlock event to try and play the audio again:
`javascript
var sound = new Howl({
src: ['sound.webm', 'sound.mp3'],
onplayerror: function() {
sound.once('unlock', function() {
sound.play();
});
}
});
sound.play();
`
since it is in a mp4 container.`javascript
var dolbySound = new Howl({
src: ['sound.mp4', 'sound.webm', 'sound.mp3'],
format: ['dolby', 'webm', 'mp3']
});
`$3
Howler.js provides audio support for the new Facebook Instant Games platform. If you encounter any issues while developing for Instant Games, open an issue with the tag [IG].$3
Howler.js supports a wide array of audio codecs that have varying browser support ("mp3", "opus", "ogg", "wav", "aac", "m4a", "mp4", "webm", ...), 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 webm and fallback to mp3. webm has 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
webm to be used before mp3, you need to put the sources in that order.If you want your
webm files to be seekable in Firefox, be sure to encode them with the cues element. One way to do this is by using the dash flag in ffmpeg:`
ffmpeg -i sound1.wav -dash 1 sound1.webm
``Copyright (c) 2013-2018 James Simpson and GoldFire Studios, Inc.
Released under the MIT License.