howler.js | Javascript audio library for the modern web | Audio Utils library
kandi X-RAY | howler.js Summary
kandi X-RAY | howler.js Summary
howler.js is an audio library for the modern web. It defaults to Web Audio API and falls back to HTML5 Audio. This makes working with audio in JavaScript easy and reliable across all platforms. Additional information, live demos and a user showcase are available at howlerjs.com. Follow on Twitter for howler.js and development-related discussion: @GoldFireStudios.
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howler.js Key Features
howler.js Examples and Code Snippets
Community Discussions
Trending Discussions on howler.js
QUESTION
I enjoy using Howler.js for my (Meteor) application. However, the playback rate function is causing a pitch shift that I don't want (I just want the time stretch, and to preserve the pitch). My solution was to therefore implement a pitch shift to it to 'correct' the pitch. Seemed simple enough, which is why I chose to use https://tonejs.github.io/
Only problem is, I cannot for the life of me get it to work correctly. After hours of reading up on Web Audio API, and Tone.js documentation, and online discussion/troubleshoot forums, the closest to a potential solution I got was something like so (called during render of my application, just in case the issue had to do with loading prematurely):
...ANSWER
Answered 2021-Oct-18 at 19:59I think you don't need the 3rd line in your snippet. Since your first line is telling Tone.js to use the AudioContext
created by howler.js already. Therefore pShift.context
should be equal to Howler.ctx
. But it might make sense to double check.
QUESTION
I am using howler.js in a simple component which renders a button to play an audio file
In the console I am receiving the below warning:
"The AudioContext was not allowed to start. It must be resumed (or created) after a user gesture on the page.
The sound is playing without any issue, but I cannot get rid of this warning
According to the warning a gesture needs to be performed, which I thought clicking the button would provide
Here is the code from the component:
...ANSWER
Answered 2021-Nov-26 at 20:35I think in this case you can ignore this warning. It's triggered because howler.js creates an AudioContext upfront.
That AudioContext gets automatically resumed when calling play()
.
Therefore the warning is annoying but already taken care of by the authors of howler.js. But if you really want to get rid of the warning you can lazily initialize the Sound
variable right before playing it.
QUESTION
I need to access files in a Cordova app targeting Android. I need to be able to do it by passing a URI (e.g. "file://..." or "https://...") because that's the format I need to pass an API that will open the files (Howler.js to play .mp3 files).
This seems to rule out cordova-plugin-file
, as far as I understand it. I have tried both hosting locally and remotely. I have tried installing cordova-plugin-whitelist. My config.xml contains
and my html contains .
I'm thus covering as many bases as I can find mentioned in any documentation, but no joy - permission to access the files is always denied. Suggestions much appreciated.
EDIT -------------------
In response to Eric below I have tried editing my config.xml and it is now as follows:
...ANSWER
Answered 2021-Nov-01 at 19:40You can try to add
QUESTION
I am trying to trigger an alarm after a certain time has ended. I am using Howler.js to play the alarm, but for some reason, it is displaying this error: howler.js:2500 The AudioContext was not allowed to start. It must be resumed (or created) after a user gesture on the page.
I switched to Howler because a similar error was coming when I tried to use Audio() Web API in JavaScript.
Here is my code:
...ANSWER
Answered 2021-May-25 at 12:47As @Kokodoko said in the comments of my question, the audio had to be triggered by some form of user interaction. So, I added a button in my HTML and replaced the
document.addEventListener("DOMContentLoaded", () => {})
with
startTimerBtn.addEventListener("click", () => {})
So this is the final code:
QUESTION
I am using howler.js in my Angular app. For now I have two sounds playing at the same time. What I want is my drum
sound to stop whenever sound
stop.
I do get the ('stop')
console.log
but my stop()
function is not triggered.
I've created a button to trigger and it works fine but it's not the way I want to implement the stop()
function.
ANSWER
Answered 2021-Apr-18 at 14:40You should use arrow function instead:
QUESTION
I installed howler using
...ANSWER
Answered 2021-Mar-10 at 23:16The -g
flag tells NPM to install the package globally. The --save
flag tells NPM to install it locally in your project (and to save it in package.json
under dependencies
). Those two flags are mutually exclusive, but -g
will override --save
. The solution there is to remove the -g
flag, while keeping --save
.
And if you're require
ing it in your project, don't also import from CDN in index.html
(i.e., remove the
QUESTION
I transitioned from Web Audio API to Howler.js for the convenience it offers, however I can't figure out how to implement a variable (silenced) offset at the beginning of the sound.
Here's an example:
Let snd
be a simple Howl sound and offset
be a variable number:
ANSWER
Answered 2020-Aug-26 at 21:14Howl does not appear to support this, but you can wrap an instance of howl and add this logic yourself. You could create a new class that inherits from Howl
with this logic included.
And it's not going to be trivial.
This example is woefully incomplete, but it illustrates an approach that might work. You'll basically want to overload every method in your subclass and make it offset aware.
QUESTION
I'm fetching a playlist from an external source as a JSON object, containing the title of a track, but also the URL to the audio file. I'm mapping this object to
- TypeError: Cannot read property 'length' of undefined
- Howl.playing
- node_modules/howler/dist/howler.js:1691
, but I can't get it to work. I installed Howler and HowlerReact, but on pageload I'm getting the following error:
This is my code:
...ANSWER
Answered 2020-Aug-18 at 07:46I got it working with a plain HTML5 audio element, no Howler required:
QUESTION
So I have built a small app for my work so they can have a timer running in the background that dings every 10 minutes (when the last digit in the minutes' column is '0') and it works exactly as I intend. However, when the tab is not the focus after about 5 minutes it won't ding. If I switch tabs only a few minutes before it would ding I can hear the sound, but if I switch like 9 minutes before so, it stays silent. I can't figure out how to keep it alive in the background. I don't want to build a windows app because the boss asked for it to be a webpage for convenience. Here is the code that I am using (the clock itself is not my work):
...ANSWER
Answered 2020-Jun-28 at 23:41Chrome will throttle the JS of tabs which aren't in focus. You should use one setInterval at the beginning for the whole 10 minutes, and then just use the little timeouts for the clock visual. You may need to keep the clock visual in sync using Date.now()
.
QUESTION
I am making a song-player with Howler.js and Javascript/JQuery.
I have an input[type=range] which displays the progress of the song:
...ANSWER
Answered 2020-Jun-15 at 20:15Please consider the following example. This uses .val()
instead of .attr()
and will have better results.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install howler.js
Clone the repo: git clone https://github.com/goldfire/howler.js.git
Install with npm: npm install howler
Install with Yarn: yarn add howler
Install with Bower: bower install howler
Hosted CDN: cdnjs jsDelivr
howler: This is the default and fully bundled source the includes howler.core and howler.spatial. It inclues all functionality that howler comes with.
howler.core: This includes only the core functionality that aims to create parity between Web Audio and HTML5 Audio. It doesn't include any of the spatial/stereo audio functionality.
howler.spatial: This is a plugin that adds spatial/stereo audio functionality. It requires howler.core to operate as it is simply an add-on to the core.
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