@ekx/auph
v0.1.5
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🔊 auph 🎧
Trivial audio mixer API for native and web targets. Online Demo
⚠️ Work in progress! API is constantly changing. The native playback at the moment sounds bad, has not been tested, and has not been fully tested on mobile projects.
Core Concepts
Objects
- Mixer: global mixer, could be initialized and terminated, paused and resumed.
- Buffer: data buffers that can be loaded and unloaded. We are playing audio from Buffer objects.
- Voice: instance of Audio Player used to control sound playback.
- Bus: simple hierarchy object for mixing, Master Bus is connected to Mixer's output. All another bus objects are connected to the Master Bus. Bus splits game track audio voices by groups Music, Sound, Speech. Enable controlling of Gain and Muting for each audio group.
Parameters
- Gain: volume of Bus or Voice.
- Pan: control stereo-panning of Voice, by default is
0
(center balance), full left channel is-1
, full Right channel is1
. - Rate: control playback rate of Voice, by default is
1
(100% speed of playback)- alt: Pitch, Speed
Voice Flags
- Loop Mode: voice could be in the loop mode or not.
- Running Flag: played voice is active until it's stopped, either we are able to pause or resume playback by setting Running flag on and off.
Voice lifecycle
- Play: open voice object, associate it with Audio Data and start playback. If Paused flag is set on Play, voice is alive, but will being on pause.
- Stop: stop and close voice object.
Notes
Decoding MP3 audio files
It's recommended to re-encode all foreign MP3 audio files to fix Safari
issues. For example, you could use ffmpeg
tooling:
ffmpeg -i broken.mp3 -c:a copy -c:v copy fixed.mp3
Building
Install build requirements first
Install and Build
# install dependencies
yarn
# build js libraries for browser, nodejs and emscripten
yarn build
Demo projects
Browser demo
yarn build-demo
yarn start-demo
NodeJS demo
cd demo
node node.js
C++ console demo with cmake
cd demo/cpp
# configure and build cmake project
cmake -B build .
cmake --build build
# run: current working directory is important to load shared assets correctly
cd build
./auph-console-test
iOS Xcode / Android projects
# install dependencies is required
yarn
# open Xcode project
open demo/xcode/auph-ios.xcodeproj
# open Android Studio project ("studio" is command-line shell for Android Studio)
studio demo/android
Search path to dependencies is hardcoded in project settings, so you need
node_modules
folder in the repository root, if you working in monorepo workspaces you need tono-hoist
them