I'm using HTML5 to program games; the obstacle I've run into now is how to play sound effects.
The specific requirements are few in number:
My first approach was to use the HTML5 <audio>
element and define all sound effects in my page. Firefox plays the WAV files just peachy, but calling #play
multiple times doesn't really play the sample multiple times. From my understanding of the HTML5 spec, the <audio>
element also tracks playback state, so that explains why.
My immediate thought was to clone the audio elements, so I created the following tiny JavaScript library to do that for me (depends on jQuery):
var Snd = {
init: function() {
$("audio").each(function() {
var src = this.getAttribute('src');
if (src.substring(0, 4) !== "snd/") { return; }
// Cut out the basename (strip directory and extension)
var name = src.substring(4, src.length - 4);
// Create the helper function, which clones the audio object and plays it
var Constructor = function() {};
Constructor.prototype = this;
Snd[name] = function() {
var clone = new Constructor();
clone.play();
// Return the cloned element, so the caller can interrupt the sound effect
return clone;
};
});
}
};
So now I can do Snd.boom();
from the Firebug console and play snd/boom.wav
, but I still can't play the same sample multiple times. It seems that the <audio>
element is really more of a streaming feature rather than something to play sound effects with.
Is there a clever way to make this happen that I'm missing, preferably using only HTML5 and JavaScript?
I should also mention that, my test environment is Firefox 3.5 on Ubuntu 9.10. The other browsers I've tried - Opera, Midori, Chromium, Epiphany - produced varying results. Some don't play anything, and some throw exceptions.
The simplest way to add sound is through Javascript's Audio() constructor. It takes an argument of a string that is either the local or remote file path. Declaring this as a variable allows you to then call the play() method which starts playing the current audio.
HTML Audio - How It WorksThe controls attribute adds audio controls, like play, pause, and volume. The <source> element allows you to specify alternative audio files which the browser may choose from. The browser will use the first recognized format.
Using Onclick Event in Javascript: The onclick event fires the function when the user clicks on the button. In the following code, the play1 function is associated with onclick event. Function play1 receives the name of the audio file, then we select division with id=sound and inserts an HTML containing the audio tag.
Audio
objectsYou don't need to bother with <audio>
elements. HTML 5 lets you access Audio
objects directly:
var snd = new Audio("file.wav"); // buffers automatically when created
snd.play();
There's no support for mixing in current version of the spec.
To play same sound multiple times, create multiple instances of the Audio
object. You could also set snd.currentTime=0
on the object after it finishes playing.
Since the JS constructor doesn't support fallback <source>
elements, you should use
(new Audio()).canPlayType("audio/ogg; codecs=vorbis")
to test whether the browser supports Ogg Vorbis.
If you're writing a game or a music app (more than just a player), you'll want to use more advanced Web Audio API, which is now supported by most browsers.
Edit: As of December 2021, Web Audio API is essentially supported in Chrome, Firefox, Safari and all the other major browsers (excluding IE, of course).
As of July 2012, the Web Audio API is now supported in Chrome, and at least partly supported in Firefox, and is slated to be added to IOS as of version 6.
Although the Audio
element is robust enough to be used programmatically for basic tasks, it was never meant to provide full audio support for games and other complex applications. It was designed to allow a single piece of media to be embedded in a page, similar to an img
tag. There are a lot of issues with trying to use the it for games:
Audio
elementsAudio
element for each instance of a soundHere are some good resources to get started with the Web Audio API:
For game authoring, one of the best solutions is to use a library which solves the many problems we face when writing code for the web, such as howler.js. howler.js abstracts the great (but low-level) Web Audio API into an easy to use framework. It will attempt to fall back to HTML5 Audio Element if Web Audio API is unavailable.
var sound = new Howl({
urls: ['sound.mp3', 'sound.ogg']
}).play();
// it also provides calls for spatial/3d audio effects (most browsers)
sound.pos3d(0.1,0.3,0.5);
Another great library is wad.js, which is especially useful for producing synth audio, such as music and effects. For example:
var saw = new Wad({source : 'sawtooth'})
saw.play({
volume : 0.8,
wait : 0, // Time in seconds between calling play() and actually triggering the note.
loop : false, // This overrides the value for loop on the constructor, if it was set.
pitch : 'A4', // A4 is 440 hertz.
label : 'A', // A label that identifies this note.
env : {hold : 9001},
panning : [1, -1, 10],
filter : {frequency : 900},
delay : {delayTime : .8}
})
Another library similar to Wad.js is "Sound for Games", it has more focus on effects production, while providing a similar set of functionality through a relatively distinct (and perhaps more concise feeling) API:
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?]
);
}
Each of these libraries are worth a look, whether you need to play back a single sound file, or perhaps create your own html-based music editor, effects generator, or video game.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With