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@terron/djs-music

v0.5.10-beta

Published

New simple voice player with yt-dlp supporting, filters & events for discord.js v14.

Readme

Music Player Documentation

Overview

This documentation outlines the functionality and features of the Player class, its associated constants, filters, and events. The Player class enables advanced audio playback features for Discord bots, such as queue management, audio effects, and looping options.


Classes and Components

1. Player

The main class responsible for managing audio playback, including queue operations, filters, and connection handling.

Constructor Options

  • defaultVolume (number)
    Default playback volume percentage. (Default: 100)

  • leaveAfterEnd (boolean)
    Whether the bot leaves the voice channel after the queue ends. (Default: true)

  • keepVoiceIfExists (boolean)
    Whether to retain an existing voice connection instead of creating a new one. (Default: true)

  • client (Discord.Client)
    Instance of a Discord.js client.

  • ytDlpOptions (string) Your yt-dlp options

Key Methods

  • search(query, trackLimit = 10)
    Searches YouTube for tracks matching a query.

    • query (string): The search term or URL.
    • trackLimit (number): Maximum number of tracks to fetch. (Default: 10)
  • connect(channelResolvable, voiceJoinOptions = {})
    Force connect in a voice channel (ignoring keepVoiceIfExists option!).

  • play(channelResolvable, query, voiceJoinOptions = {})
    Plays a track in a voice channel.

  • pause(guildResolvable)
    Pauses the current track.

    • guildResolvable (Object or Snowflake): The guild ID or object.
  • unpause(guildResolvable)
    Resumes playback.

    • guildResolvable (Object or Snowflake): The guild ID or object.
  • skip(guildResolvable)
    Skips the current track and plays the next one in the queue.

    • guildResolvable (Object or Snowflake): The guild ID or object.
  • stop(guildResolvable)
    Stops playback and clears the queue.

    • guildResolvable (Object or Snowflake): The guild ID or object.
  • setVolume(guildResolvable, volume)
    Sets playback volume.

    • guildResolvable (Object or Snowflake): The guild ID or object.
    • volume (number): Percentage.
  • shuffleQueue(guildResolvable)
    Randomizes the playback order in the queue.

    • guildResolvable (Object or Snowflake): The guild ID or object.
  • nowPlaying(guildResolvable)
    Fetches information about the currently playing track.

    • guildResolvable (Object or Snowflake): The guild ID or object.
  • addFilter(guildResolvable, ffmpegFilter)
    Adds an FFmpeg audio filter.

    • guildResolvable (Object or Snowflake): The guild ID or object.
    • ffmpegFilter FFmpeg filter from Filters class or you can using registerAudioFilter method from Filters class enum for your own filters.
  • setFilter(guildResolvable, ffmpegFilter)
    Replaces existing filters with a new filter. - guildResolvable (Object or Snowflake): The guild ID or object.

    • ffmpegFilter FFmpeg filter from Filters class or you can using registerAudioFilter method from Filters class enum for your own filters.
  • resetFilters(guildResolvable)
    Removes all applied filters.
    - guildResolvable (Object or Snowflake): The guild ID or object.

  • loopQueue(guildResolvable, status)
    Sets the loop status. - guildResolvable (Object or Snowflake): The guild ID or object.

    • status (number):
      0 = Nothing, 1 = Loop Track, 2 = Loop Queue. (Also you can using LoopStatuses class enum).
  • restartCurrentTrack(guildResolvable)
    Restarts the currently playing track. - guildResolvable (Object or Snowflake): The guild ID or object.

  • setChannelStatus(channelResolvable, status)
    Updates the voice status of a specified channel.
    - channelResolvable (Object or Snowflake): The channel ID or object.
    - status (string): The voice status to set (e.g., "muted", "unmuted").


2. Filters

Provides static methods for generating various FFmpeg-based audio filters.

Available Filters

  • nightcore({ strength: 1.25 })
    Produces a "nightcore" effect by altering pitch and tempo.

  • bassboost({ strength: 10 })
    Enhances bass frequencies.

  • reverb({ strength: 50 })
    Adds a reverb effect.

  • crusher({ bits: 8 })
    Reduces the audio quality for a distorted effect.

  • speed({ strength: 1 })
    Alters the playback speed.

Registering Filters

For creating your own filters on this project, you can use registerAudioFilter method from Filters class enum. Usage:

const { Filters } = require('@terron/djs-music');

Filters.registerAudioFilter(
    'dynamicBassboost', // name
    'bass=g={strength},dynaudnorm=f={frequency}:g={gain}', // ffmpeg syntax
    { strength: 10, frequency: 150, gain: 15 } // default args
);

Filters.dynamicBassboost();

3. PlayerEvents

Events emitted by the Player class to track playback, queue changes, and other interactions.

Available Events

  • VoiceJoin: Emitted when the bot joins a voice channel.
  • VoiceLeft: Emitted when the bot leaves a voice channel.
  • VoiceUpdate: Emitted when the bot's voice state is updated.
  • TrackAdd: Triggered when a track is added to the queue.
  • TrackStart: Triggered when a track starts playing.
  • QueueEnd: Triggered when the queue ends.
  • UpdateLoopStatus: Emitted when the loop status is changed.
  • Backward: Emitted when playback moves backward.

Examples

const { Client, GatewayIntentBits } = require('discord.js');
const { Player, PlayerEvents, Filters } = require('@terron/djs-music');
const client = new Client({
    intents: ['Guilds', 'GuildMessages', 'MessageContent', 'GuildVoiceStates']
});

client.player = new Player({
    client,
    defaultVolume: 75,
    leaveAfterEnd: false
});

client.on('ready', () => console.log('Client is ready!'));

// commands
client.on('messageCreate', async msg => {
    if (!msg.content || !msg.guild) return;
    const args = msg.content.split(' ');
    const cmd = args.shift();

    if (cmd == '!play') {
        await client.player.play(msg.member.voice?.channel, args.join(' '), {
          selfDeaf: false
        });
    }

    if (cmd == '!stop') {
        client.player.stop(msg.guildId);
    }
});

// player events
client.player.on(PlayerEvents.VoiceJoin, channel => console.log(`Client join in ${channel.name}!`));
client.player.on(PlayerEvents.VoiceLeft, channel => console.log(`Client left from ${channel.name}!`));
client.player.on(PlayerEvents.TrackStart, track => {
    console.log(`Started track ${track.title} by ${track.author.name}!`)
});