pfxr
v1.0.9
Published
Pfxr is a lightweight JavaScript library for generating retro-style sound effects in the browser, inspired by sfxr and powered by the WebAudio API. Perfect for game developers and interactive projects.
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💨 Pfxr
Pfxr is a lightweight JavaScript library inspired by DrPetter's iconic sfxr sound generator. It allows developers to easily create retro-style sound effects for games and applications directly in the browser using the WebAudio API.
You can also try out and experiment with sound effects using the Pfxr UI, which provides an intuitive interface for generating and tweaking sounds, and even sharing them via URL.
Getting Started
You can install the library in your project by running:
npm install pfxr
Once installed, you can import and use the library in your JavaScript or TypeScript project.
import { playSound, createSoundFromTemplate, TEMPLATES } from 'pfxr'
const audioContext = new AudioContext()
const sound = createSoundFromTemplate(TEMPLATES.LASER)
playSound(sound, audioContext, audioContext.destination)
Using Pfxr via CDN
If you prefer to use Pfxr directly in the browser without installing via npm, you can include it using a CDN.
<script src="https://unpkg.com/pfxr/dist/index.global.js"></script>
<script>
const { playSound, createSoundFromTemplate, TEMPLATES } = pfxr
const audioContext = new AudioContext()
const sound = createSoundFromTemplate(TEMPLATES.LASER)
playSound(sound, audioContext, audioContext.destination)
</script>
By adding the script tag, you can directly access the pfxr
object and all its functionality, making it easy to integrate sound effects into any web project.
playSound
The playSound
function plays a sound using customizable parameters. This function takes a partial set of sound parameters and outputs the resulting audio to the specified audio context.
Parameters
partialSound: Partial<Sound>
A partial object representing the sound settings. Each field corresponds to a parameter from theSOUND_SETTINGS
, allowing you to define properties like waveform, envelope, pitch, filters, etc. If any properties are missing, default values from the settings will be used.audioContext: BaseAudioContext
The WebAudio context used to process and play the sound. This is where the sound will be generated and output.destination: AudioNode
The destination audio node, which is typically the final node in the WebAudio chain where the sound will be output, like speakers or headphones.
Returns
Promise<void>
Returns a promise that resolves once the sound has been played.
Usage
import { playSound } from 'pfxr'
const audioContext = new AudioContext()
const soundSettings = {
waveForm: 2,
frequency: 440,
sustainTime: 0.2,
decayTime: 0.5,
}
playSound(soundSettings, audioContext, audioContext.destination)
createSoundFromTemplate
The createSoundFromTemplate
function generates a complete sound object based on a predefined sound template and an optional random seed. The function uses a template to structure the sound settings and introduces randomness for variety or uniqueness in the generated sound.
Parameters
template: SoundTemplate
A function representing a sound template. The template function defines the structure of the sound by specifying key sound parameters like waveform, pitch, envelope, and effects. You can choose from predefined templates (e.g., "DEFAULT", "PICKUP", "LASER", "JUMP", "FALL", "POWERUP", "EXPLOSION", "BLIP", "HIT", "FART", "RANDOM") or create your own.seed?: number
(Optional)
A random seed value to control the random generation of the sound properties. This allows for reproducibility, meaning if you pass the same seed and template, the sound will always be generated the same way. If no seed is provided, the random generator will create a new, unpredictable sound.
Returns
Sound
Returns a complete sound object that includes all the necessary parameters (e.g., waveform, frequency, attack time, etc.) needed to generate the sound. This object can be passed to functions likeplaySound
for playback.
Usage
import { playSound, TEMPLATES, createSoundFromTemplate } from 'pfxr'
const sound = createSoundFromTemplate(TEMPLATES.LASER, 999)
const audioContext = new AudioContext()
playSound(sound, audioContext, audioContext.destination)
createSoundFromUrl
The createSoundFromUrl
function extracts sound parameters from a provided URL and returns a complete sound object. This allows users to share or load sounds via URLs that encapsulate all necessary sound settings.
Parameters
url: URL
The URL that contains the sound parameters. The URL is expected to have specific query parameters representing sound properties such as waveform, frequency, envelope, pitch, and effects. This URL can be generated by tools like PFXR, which provides an interface for creating sounds and generates a URL containing the sound's parameters.
Returns
Sound
Returns a fully formed sound object that includes all the necessary parameters (e.g., waveform, frequency, attack time, etc.) derived from the URL. The resulting sound object can be directly used in functions likeplaySound
for playback or further customization.
Usage
import { playSound, createSoundFromUrl } from 'pfxr'
const url = new URL(
'https://achtaitaipai.github.io/pfxr/?fx=2,0,0.25,0,0.39,443,-443,1,0.12,12,11,10,0.61,0,0,4000,0,100,50,0,0',
)
const sound = createSoundFromUrl(url)
const audioContext = new AudioContext()
playSound(sound, audioContext, audioContext.destination)
getUrlFromSound
The getUrlFromSound
function generates a URL from a given sound object, encoding all its parameters into query string format. This URL can be shared or saved, allowing the sound to be recreated later.
Parameters
fx: Sound
The sound object containing all the parameters such as waveform, pitch, envelope, and effects. This object is converted into a set of query parameters for inclusion in the URL.currentUrl?: URL
(Optional)
An optional base URL to which the sound parameters will be appended. If no URL is provided, a default one will be used.
Returns
URL
Returns a URL that encapsulates all the sound parameters, which can be shared or used to recreate the same sound configuration.
Custom Template
In addition to the predefined templates, you can create your own custom sound templates to fit specific needs or generate unique sound effects. A custom template works by specifying the sound parameters you want to randomize or control, such as waveform, pitch, envelope, and effects.
The custom templates use a rand
object, which provides various methods for generating random values. These methods help add variation and randomness to sound properties, making the sounds more dynamic and unpredictable.
rand
Methods:
number(min?: number, max?: number)
Generates a random floating-point number betweenmin
andmax
. If no arguments are provided, it returns a number between 0 and 1.
Example:rand.number(200, 800) // Returns a number between 200 and 800
boolean(trueProbability?: number)
Generates a random boolean (true
orfalse
). You can specify the probability oftrue
withtrueProbability
(default is 0.5).
Example:rand.boolean(0.7) // 70% chance of returning true
fromArray<T>(array: T[])
Selects a random element from an array.
Example:rand.fromArray([1, 2, 3, 4]) // Randomly selects one of the array elements
Here's an example of a custom template that uses these methods to randomize the sound parameters:
Example: Custom Template
import { playSound, createSoundFromTemplate, type SoundTemplate } from 'pfxr'
const customTemplate: SoundTemplate = (rand) => ({
waveForm: rand.fromArray([0, 1, 2, 3]), // Randomly selects a waveform type
frequency: rand.number(200, 800), // Random frequency between 200 and 800 Hz
sustainTime: rand.number(0.2, 0.5), // Random sustain time between 0.2 and 0.5 seconds
decayTime: rand.number(0.3, 0.6), // Random decay time between 0.3 and 0.6 seconds
pitchDelta: -rand.number(200, 500), // Falling pitch over time
pitchDuration: 1, // Static pitch duration
pitchDelay: 0, // No pitch delay
vibratoRate: rand.number(0, 10), // Random vibrato rate
vibratoDepth: rand.number(0, 5), // Random vibrato depth
lowPassCutoff: rand.number(1000, 3000), // Random low-pass filter cutoff
lowPassResonance: rand.number(0, 10), // Random low-pass filter resonance
})
const sound = createSoundFromTemplate(customTemplate)
const audioContext = new AudioContext()
playSound(sound, audioContext, audioContext.destination)
SOUND_SETTINGS
The SOUND_SETTINGS
object defines the configuration for the sound parameters used in the library. It serves as a blueprint to build user interfaces (UI) that allow users to control and tweak various aspects of sound synthesis. Each entry in SOUND_SETTINGS
corresponds to a specific sound property, such as waveform type, pitch, or filters, and contains details such as the parameter's name, default value, type (e.g., range, radio), and other constraints like minimum and maximum values.
For a reference implementation of how to build an interface around this structure, you can view the source code here: SoundConfig.ts on GitHub.
Sound
The Sound type represents the full configuration of a sound effect in the library. Each field in the Sound type corresponds to a specific sound property, like waveform, pitch, envelope, and effects such as vibrato or filters.
Here is a list of all the parameters included in the Sound
type :
Waveform
- waveForm (
radio
)- Type of waveform used in sound synthesis.
- Options:
Sine (0)
,SawTooth (1)
,Square (2)
,Triangle (3)
- Default:
0
(Sine)
Volume
- volume(range)
- Volume of the sound
- Range: 0 to 1
- Default: 0
Envelope
attackTime (
range
)- Time for the sound to reach its peak after being triggered.
- Range:
0
to2
(seconds) - Default:
0
sustainTime (
range
)- Duration the sound sustains at peak level after the attack phase.
- Range:
0
to2
(seconds) - Default:
0.07
sustainPunch (
range
)- Adds a "punch" to the sustained portion of the sound.
- Range:
0
to1
- Default:
0
decayTime (
range
)- Time for the sound to fade after the sustain phase ends.
- Range:
0
to2
(seconds) - Default:
0.3
Pitch
frequency (
range
)- Base frequency of the sound (pitch).
- Range:
0
to4000
(Hz) - Default:
700
pitchDelta (
range
)- Change in frequency over time (positive for rising, negative for falling pitch).
- Range:
-4000
to4000
- Default:
0
pitchDuration (
range
)- Duration of the pitch modulation.
- Range:
0
to1
(seconds) - Default:
1
pitchDelay (
range
)
- Delay before the pitch change starts.
- Range:
0
to1
(seconds) - Default:
0
Vibrato
vibratoRate (
range
)- Speed of vibrato modulation (frequency modulation).
- Range:
0
to70
- Default:
0
vibratoDepth (
range
)- Intensity of the vibrato (depth of modulation).
- Range:
0
to100
- Default:
0
Tremolo
tremoloRate (
range
)- Speed of tremolo modulation (amplitude modulation).
- Range:
0
to70
- Default:
0
tremoloDepth (
range
)- Intensity of the tremolo effect.
- Range:
0
to1
- Default:
0
Filters
highPassCutoff (
range
)- Frequency above which sound will pass (low frequencies are filtered out).
- Range:
0
to4000
(Hz) - Default:
0
highPassResonance (
range
)- Resonance of the high-pass filter, affecting the emphasis around the cutoff frequency.
- Range:
0
to30
- Default:
0
lowPassCutoff (
range
)- Frequency below which sound will pass (high frequencies are filtered out).
- Range:
0
to4000
(Hz) - Default:
4000
lowPassResonance (
range
)- Resonance of the low-pass filter, emphasizing frequencies around the cutoff.
- Range:
0
to30
- Default:
0
Phaser
phaserBaseFrequency (
range
)- Base frequency of the phaser effect, which modulates phase cancellation in the sound.
- Range:
0
to1000
- Default:
100
phaserLfoFrequency (
range
)- Frequency of the low-frequency oscillator (LFO) controlling the phaser.
- Range:
0
to200
- Default:
50
phaserDepth (
range
)- Depth of the phaser effect.
- Range:
0
to1000
- Default:
0
Noise
- noiseAmount (
range
)
- Amount of noise mixed into the sound, useful for effects like explosions or wind.
- Range:
0
to500
- Default:0