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@doot-games/engine

v0.1.0

Published

Web Audio playback and the master song clock. Decode, play a buffer, expose song time and beats.

Readme

@doot-games/engine

Web Audio playback and the master song clock. The audio hardware clock (ctx.currentTime) is the single source of truth for song time, so audio and visuals never drift.

API

createEngine() or new AudioEngine() returns an engine with:

  • ensure() / resume() create and unlock the audio context. resume() returns a promise.
  • latencyMs() the output latency in milliseconds, a first guess for the judge offset.
  • setVolumes({ master, music, sfx }) set gain on the three buses.
  • decode(arrayBuffer) decode to an AudioBuffer.
  • load(buffer) set the current buffer.
  • play(fromSec?) start playback and the clock. stop() halts both.
  • time() current song time in seconds. duration() the buffer length.
  • beat(bpm, offsetSec) beat position at the current time.
  • onended(fn) callback when the source ends.
  • tick() a short blip on the sfx bus for hit feedback.

The engine holds no game logic and reads no settings. The app sets volumes from its own settings.