A Web Audio API-based game audio synthesis and background music library for Ruby Live applications.
- Synthesized Sound Effects: Classic game sounds including jump, coin, power-up, death, explosion, laser, and animal sounds.
- Background Music: Audio file playback with loop points and volume control.
- Audio Visualization: Real-time waveform display with quality monitoring.
- Anti-Clipping Protection: Built-in gain management to prevent audio distortion.
- Modular Architecture: Clean separation between sound synthesis, output routing, and visualization.
- Live.js Pattern Compliance: Follows established patterns from the Live.js ecosystem.
npm install @socketry/live-audio
import { Audio } from '@socketry/live-audio';
import { MeowSound, ExplosionSound, BackgroundMusicSound } from '@socketry/live-audio/Live/Audio/Library.js';
// Audio.start() pattern - follows Live.js conventions
window.liveAudio = Audio.start();
// Add sounds using the controller
const meow = new MeowSound();
const explosion = new ExplosionSound();
const music = new BackgroundMusicSound('/assets/music.mp3', {
loopStart: 10.0,
loopEnd: 45.0
});
window.liveAudio.addSound('meow', meow);
window.liveAudio.addSound('explosion', explosion);
window.liveAudio.addSound('music', music);
window.liveAudio.setVolume(0.8);
// Play sounds anywhere in your app
window.liveAudio.playSound('meow');
import { Audio } from '@socketry/live-audio';
import { CoinSound, LaserSound } from '@socketry/live-audio/Live/Audio/Library.js';
const controller = Audio.start();
// Add and play sounds
const coin = new CoinSound();
const laser = new LaserSound();
controller.addSound('coin', coin);
controller.addSound('laser', laser);
controller.playSound('coin');
controller.setVolume(0.8);
The primary entry point following Live.js conventions.
Audio.start(options)
- Create a new controller instance (recommended)options.window
- The window object to use (defaults to globalThis)- Returns the controller instance
Audio.Controller
- Direct access to Controller class for advanced usage
The main audio controller class that manages all sound playback and audio context.
addSound(name, soundInstance)
- Add a sound instance to the controllerplaySound(name)
- Play a sound by namestopSound(name)
- Stop a sound by namestopAllSounds()
- Stop all soundslistSounds()
- Get array of available sound namesremoveSound(name)
- Remove a sound from the controllersetVolume(volume)
- Set master volume (0.0 to 1.0)getSound(name)
- Get direct access to a sound instance
Base class for creating custom sound effects. Extend this class to create your own synthesized sounds.
import { Sound } from '@socketry/live-audio';
class CustomSound extends Sound {
start(output) {
const audioContext = output.audioContext;
const oscillator = audioContext.createOscillator();
const gainNode = audioContext.createGain();
oscillator.type = 'sine';
oscillator.frequency.value = 440;
this.createEnvelope(audioContext, gainNode, 0.01, 0.1, 0.5, 0.2, 0.5);
oscillator.connect(gainNode);
gainNode.connect(output.input);
oscillator.start();
oscillator.stop(audioContext.currentTime + 0.5);
}
}
Audio analysis and visualization component that provides real-time waveform display and audio quality monitoring.
- Clipping detection and visualization
- Audio pop/click detection
- Rolling peak level monitoring
- Real-time waveform display
The library includes a comprehensive collection of pre-built sound classes in Library.js
:
JumpSound
- Classic platform game jump soundCoinSound
- Collectible pickup soundPowerUpSound
- Power-up acquisition soundDeathSound
- Game over soundExplosionSound
- Explosive sound with multiple rumble layersLaserSound
- Sci-fi laser soundBeepSound
- Simple notification beepBlipSound
- Short UI interaction sound
MeowSound
- Cat meow with frequency modulationBarkSound
- Dog bark with formant filteringRoarSound
- Lion roar with noise textureChirpSound
- Bird chirp soundHowlSound
- Wolf howl with harmonic sweepDuckSound
- Duck quack with FM synthesisAlienSound
- Alien sound with ring modulation
BackgroundMusicSound(url, options)
- Audio file background music with optional loop configuration- Supports common web audio formats: MP3, WAV, OGG, AAC, FLAC, and others supported by the browser
options.loop
- Enable/disable looping (default: true)options.loopStart
- Loop start time in secondsoptions.loopEnd
- Loop end time in secondsoptions.volume
- Playback volume (default: 0.8)
import { Audio } from '@socketry/live-audio';
import { MeowSound, ExplosionSound, BackgroundMusicSound } from '@socketry/live-audio/Live/Audio/Library.js';
const controller = Audio.start();
// Add sounds from the library
const meow = new MeowSound();
const explosion = new ExplosionSound();
// Background music examples:
// Default: loops entire track at 80% volume
const music1 = new BackgroundMusicSound('/assets/background.mp3');
// Custom loop points
const music2 = new BackgroundMusicSound('/assets/background.mp3', {
loopStart: 10.5,
loopEnd: 45.2
});
// No looping
const music3 = new BackgroundMusicSound('/assets/background.mp3', { loop: false });
// Custom volume
const music4 = new BackgroundMusicSound('/assets/background.mp3', {
volume: 0.6,
loopStart: 5.0,
loopEnd: 30.0
});
controller.addSound('meow', meow);
controller.addSound('explosion', explosion);
controller.addSound('music', music1);
// Play them
controller.playSound('meow');
controller.playSound('explosion');
controller.playSound('music');
The library follows Live.js ecosystem patterns with a clean modular architecture:
@socketry/live-audio/
├── Live/
│ ├── Audio.js # Main module - exports Controller, Sound, Visualizer
│ └── Audio/
│ ├── Controller.js # Audio controller with window-keyed shared instances
│ ├── Sound.js # Base Sound class for custom sounds
│ ├── Output.js # Audio routing and master volume control
│ ├── Visualizer.js # Real-time waveform visualization
│ └── Library.js # Collection of pre-built game sounds
└── test/
└── LiveAudio.js # Comprehensive test suite
// Main Audio namespace (recommended)
import { Audio } from '@socketry/live-audio';
// Essential classes for advanced usage
import { Controller, Sound } from '@socketry/live-audio';
// Full access including visualization
import { Controller, Sound, Visualizer, Output } from '@socketry/live-audio';
// Pre-built sound library - individual imports (recommended)
import { MeowSound, ExplosionSound, BackgroundMusicSound } from '@socketry/live-audio/Live/Audio/Library.js';
// Pre-built sound library - namespace import
import * as Library from '@socketry/live-audio/Live/Audio/Library.js';
The library automatically manages a shared AudioContext to avoid browser limitations and ensure optimal performance:
- Automatic context creation and resumption
- Safari compatibility with proper latency handling
- Shared instance pattern to prevent multiple contexts
- Graceful degradation when audio is unavailable
- Modern browsers with Web Audio API support
- Handles browser autoplay policies
- Safari-specific optimizations for reduced latency
- Fallback behavior when audio context is unavailable
We welcome contributions to this project.
- Fork it.
- Create your feature branch (
git checkout -b my-new-feature
). - Commit your changes (
git commit -am 'Add some feature'
). - Push to the branch (
git push origin my-new-feature
). - Create new Pull Request.
In order to protect users of this project, we require all contributors to comply with the Developer Certificate of Origin. This ensures that all contributions are properly licensed and attributed.
This project is best served by a collaborative and respectful environment. Treat each other professionally, respect differing viewpoints, and engage constructively. Harassment, discrimination, or harmful behavior is not tolerated. Communicate clearly, listen actively, and support one another. If any issues arise, please inform the project maintainers.