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@aperture-engine/audio

v0.3.0

Published

Main-thread Web Audio realization layer for Aperture: a derived view of the authoritative ECS simulation.

Readme

@aperture-engine/audio

Main-thread Web Audio realization layer for Aperture: a derived view of the authoritative ECS simulation.

Install

pnpm add @aperture-engine/audio

This package is part of the Aperture WebGPU game engine and is normally used together with the other @aperture-engine/* packages (notably @aperture-engine/render, which produces the per-frame RenderSnapshot this layer consumes).

What it does

Aperture's authoritative simulation runs in a worker; this package is the main-thread audio engine that turns each frame's audio intent into sound. It owns a Web Audio backend, a five-bus submix mixer (music, sfx, ui, ambient, voice), a decode-once clip cache, and a pooled voice manager with spatial PannerNode voices and voice virtualization. Each frame, applySnapshot reconciles the live voice graph against the snapshot. It also handles scripted sidechain ducking, game pause vs. tab-hidden suspend, latency compensation, mono downmix, an optional AudioWorklet brickwall limiter, and clip start/end events for captions.

Usage

import { createAudioEngine } from "@aperture-engine/audio";

// Returns a discriminated result so a missing/blocked AudioContext is graceful.
const created = createAudioEngine({
  // Resolve a clip id (e.g. "audio-clip:boom") to encoded bytes + metadata.
  resolveClip: (clipId) => clipRegistry.get(clipId),
});
if (!created.ok) {
  // No AudioContext (SSR / unsupported browser); run without audio.
  return;
}
const engine = created.engine;

// Resume the AudioContext on the first user gesture (autoplay policy).
canvas.addEventListener("pointerdown", () => engine.unlock(), { once: true });

// Each frame: reconcile the voice graph against the render snapshot.
function frame(snapshot, frameDeltaSeconds) {
  engine.applySnapshot(snapshot, frameDeltaSeconds);
}

engine.setBusGain("music", 0.6);
engine.setPaused(true); // game pause: silences sfx/voice/ambient

Volume persistence (localStorage-backed, ramped, and mirrored as a deterministic worker command) is available via createAudioSettings. Lower-level pieces — createWebAudioBackend, createAudioMixer, createClipCache, createVoiceManager — are exported too, but most apps only need createAudioEngine.

Entry points

  • @aperture-engine/audio — the audio engine, mixer, clip cache, voice manager, backend, and settings.
  • @aperture-engine/audio/test-support — a deterministic, deviceless FakeAudioBackend (and fake node classes) for unit-testing control logic without Web Audio.

License

Part of the Aperture monorepo. MIT licensed.