Sound effects in JavaScript / HTML5

HTML5 Audio objects

You 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.


WebAudio API by W3C

As of July 2012, the WebAudio 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 it is robust enough to be used programatically for basic tasks, the Audio element was never meant to provide full audio support for games, etc. 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 Audio tag for games:

  • Timing slips are common with Audio elements
  • You need an Audio element for each instance of a sound
  • Load events aren't totally reliable, yet
  • No common volume controls, no fading, no filters/effects

I used this Getting Started With WebAudio article to get started with the WebAudio API. The FieldRunners WebAudio Case Study is also a good read.


howler.js

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);

wad.js

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}
})

Sound for Games

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?]
  );
}

Summary

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.