Sound effects in JavaScript / HTML5

2019-01-02 16:35发布

I'm using HTML5 to program games; the obstacle I've run into now is how to play sound effects.

The specific requirements are few in number:

  • Play and mix multiple sounds,
  • Play the same sample multiple times, possibly overlapping playbacks,
  • Interrupt playback of a sample at any point,
  • Preferably play WAV files containing (low quality) raw PCM, but I can convert these, of course.

My first approach was to use the HTML5 <audio> element and define all sound effects in my page. Firefox plays the WAV files just peachy, but calling #play multiple times doesn't really play the sample multiple times. From my understanding of the HTML5 spec, the <audio> element also tracks playback state, so that explains why.

My immediate thought was to clone the audio elements, so I created the following tiny JavaScript library to do that for me (depends on jQuery):

var Snd = {
  init: function() {
    $("audio").each(function() {
      var src = this.getAttribute('src');
      if (src.substring(0, 4) !== "snd/") { return; }
      // Cut out the basename (strip directory and extension)
      var name = src.substring(4, src.length - 4);
      // Create the helper function, which clones the audio object and plays it
      var Constructor = function() {};
      Constructor.prototype = this;
      Snd[name] = function() {
        var clone = new Constructor();
        clone.play();
        // Return the cloned element, so the caller can interrupt the sound effect
        return clone;
      };
    });
  }
};

So now I can do Snd.boom(); from the Firebug console and play snd/boom.wav, but I still can't play the same sample multiple times. It seems that the <audio> element is really more of a streaming feature rather than something to play sound effects with.

Is there a clever way to make this happen that I'm missing, preferably using only HTML5 and JavaScript?

I should also mention that, my test environment is Firefox 3.5 on Ubuntu 9.10. The other browsers I've tried - Opera, Midori, Chromium, Epiphany - produced varying results. Some don't play anything, and some throw exceptions.

16条回答
浮光初槿花落
2楼-- · 2019-01-02 16:43

To play the same sample multiple times, wouldn't it be possible to do something like this:

e.pause(); // Perhaps optional
e.currentTime = 0;
e.play();

(e is the audio element)

Perhaps I completely misunderstood your problem, do you want the sound effect to play multiple times at the same time? Then this is completely wrong.

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查无此人
3楼-- · 2019-01-02 16:43

I would recommend using SoundJS, a library I've help develop. It allows you to write a single code base that works everywhere, with SoundJS picking web audio, html audio, or flash audio as appropriate.

It will allow you to do all of the thing you want:

  • Play and mix multiple sounds,
  • Play the same sample multiple times, possibly overlapping playbacks
  • Interrupt playback of a sample at any point
  • play WAV files containing (depending on browser support)

Hope that helps.

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妖精总统
4楼-- · 2019-01-02 16:47

http://robert.ocallahan.org/2011/11/latency-of-html5-sounds.html

http://people.mozilla.org/~roc/audio-latency-repeating.html

Works OK in Firefox and Chrome for me.

To stop a sound that you started, do var sound = document.getElementById("shot").cloneNode(true); sound.play(); and later sound.pause();

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裙下三千臣
5楼-- · 2019-01-02 16:49

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.

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梦醉为红颜
6楼-- · 2019-01-02 16:49

Sounds like what you want is multi-channel sounds. Let's suppose you have 4 channels (like on really old 16-bit games), I haven't got round to playing with the HTML5 audio feature yet, but don't you just need 4 <audio> elements, and cycle which is used to play the next sound effect? Have you tried that? What happens? If it works: To play more sounds simultaneously, just add more <audio> elements.

I have done this before without the HTML5 <audio> element, using a little Flash object from http://flash-mp3-player.net/ - I wrote a music quiz (http://webdeavour.appspot.com/) and used it to play clips of music when the user clicked the button for the question. Initially I had one player per question, and it was possible to play them over the top of each other, so I changed it so there was only one player, which I pointed at different music clips.

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闭嘴吧你
7楼-- · 2019-01-02 16:50

Here's an idea. Load all of your audio for a certain class of sounds into a single individual audio element where the src data is all of your samples in a contiguous audio file (probably want some silence between so you can catch and cut the samples with a timeout with less risk of bleeding to the next sample). Then, seek to the sample and play it when needed.

If you need more than one of these to play you can create an additional audio element with the same src so that it is cached. Now, you effectively have multiple "tracks". You can utilize groups of tracks with your favorite resource allocation scheme like Round Robin etc.

You could also specify other options like queuing sounds into a track to play when that resource becomes available or cutting a currently playing sample.

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