@jadujoel/scode
v1.4.7
Published
encode sound files
Downloads
61
Readme
Scode (Sound Encoder)
Description
This app is tailor made for those who are working with sound files monorepo environment and need to encode a large number of sound files to a specific format. It's opinionated and enforces a specific folder structure as well as 48kHz PCM original wav files.
It only works with the source files being .wav
.
It will create an .atlas.json file with the original file names and the new file names. All of the output sounds will end up in the same directory with unique names based on bitrate, number of channels and a hash of the file.
The atlas file allows you to map the original package and sound file name to the new file name, so that you can load the correct sound in your app. It also includes information about the original number of samples for each file, since sometimes when decoding a opus/aac file the number of samples can change from the original (for example AudioContext.decodeAudioData in firefox may report the incorrect number of samples).
The app will enforce 48kHz PCM original wav files.
If something else is found it will reencode the source files.
Unless the --yes=false
flag is used, then it will first ask if the user wants to reencode the files.
Quick start
Install the package:
mkdir example
cd example
npm init --yes
npm install @jadujoel/scode
Copy the example to your project root:
cp node_modules/@jadujoel/scode/example/* .
Run:
npm run start
Or instead of above copy and run this oneliner
mkdir example && cd example && npm init --yes && npm install @jadujoel/scode && cp -R node_modules/@jadujoel/scode/example/* . && npm run start
And open http://localhost:3000
in your browser.
Quick Setup of your own project
Create a scodefig.jsonc file
// scodefig.jsonc
{
"$schema": "node_modules/@jadujoel/scode/scode.schema.json",
"indir": "packages",
"outdir": "encoded",
"bitrate": 32,
"packages": {
"template": {
}
}
}
Add some .wav sound files to the packages/template/sounds folder
Then encode by running:
npx @jadujoel/scode
See the example
folder for a full integration example with a sound manager that interprets the atlas and displays a user interface where you can playe the encoded sounds, selecting packages and languages.
Usage
Folder Structure
You'll need to use this structure for your sounds:
- package.json
- packages
- normal_package_name
- sounds
- music.wav
- effect.wav
- sounds
- localized_package_name
- sounds
- _
- music.wav
- effect.wav
- english
- hello.wav
- goodbye.wav
- spanish
- hello.wav
- goodbye.wav
- _
- sounds
- normal_package_name
Running the encoder
Now the encoder will process all the wav files it found output the files in the output directory. It will also create a .atlas.json file with info about the files.
- structure:
<bitrate>k.<channels>ch.<hash>.webm|mp4
- example:
96kb.1ch.394510008784912090.webm
.
Changing bitrates
To change the bitrate for a single file you the scodefig.jsonc file.
- list the name of each sound file and the bitrate you want to use.
- name is the filename without the extension.
music.wav
becomesmusic
.
Example config:
{
"$schema": "node_modules/@jadujoel/scode/schema.json",
"indir": "packages",
"outdir": "public/encoded",
"bitrate": 24,
"packages": {
"template": {
"sourcedir": ""
},
"localised": {
"sourcedir": "sounds",
"languages": {
"_": "_",
"english": "en",
"spanish": "es",
"swedish": "sv"
},
"sources": {
"effect_riser": {
"bitrate": 24
},
"effect_spin": {
"bitrate": 24
},
"voice_banker": {
"bitrate": 16,
"channels": 1
},
"voice_bets": {
"bitrate": 16,
"channels": 1
},
"voice_player": {
"bitrate": 16,
"channels": 1
}
}
}
}
}
- Any non listed files will use the default bitrate.
- using bitrate
32
will result in a file with a bitrate of 32kbits per channel. - bitrate
32
and channels 1 will result in a file with a bitrate of32kbits
and1
channel. - bitrate
32
and channels2
will result in a file with a total bitrate of64kbits
.
Using languages
To use different languages you update the scodefig.jsonc file.
To use different languages you need to add a languages
object to the package.
The _
represents no language
.
Otherwise you mapp tha language name to the folder to look for the files in.
.atlas.json
The generated structure is as below. Where name is the original filename without the extension.
{
"package_a": [
["<name>" "<filename>" "<num_samples>", "<language>"],
["<name>" "<filename>" "<num_samples>", "<language>"]
],
}
File is the new filename <bitrate>k.<channels>ch.<hash>.<ext>
Full Options
Get the full list of cli commands by running:
npx @jadujoel/scode --help
Most important is the --indir
, --packages
and --loglevel
flags.
npx scode --indir="../sounds-repo" --packages="pkga" --packages="pkgb" --include-mp4=false --loglevel=perf
Above would look for the config file in the sounds-repo
directory and encode the pkga
and pkgb
packages, ignoring the other packages listed in the scodefig.jsonc
file. It will skip generating mp4 files and only generate webm files. It will also log the time it took for each part of the program.
- loglevels:
debug
,perf
,info
,success
warn
,error
,silent
Development
Running the app
cargo run --release -- --indir=../sounds --loglevel=perf --packages=common --packages=localisationprototype --use-cache=false