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@weasel-js/audio

v1.6.0

Published

Web Audio engine for 2D scenes: voices, buses, lookahead scheduling, spatialization and analysis. No weasel dependencies.

Readme

@weasel-js/audio

Web Audio engine for 2D scenes. No weasel dependencies — positional audio takes plain { x, y }.

Playback is lookahead-scheduled on the engine's own timer rather than triggered from an animation frame: AudioContext.currentTime is driven by the audio hardware, ticks independently of requestAnimationFrame, and cannot be paused or time-scaled. Triggering a sound on a frame inherits frame jitter, which is audible. A play() whose when is already inside the window does not wait for the next pass: it is booked at the end of the task that called it.

A hidden tab clamps main-thread setTimeout to at least a second, far too late for a 100 ms lookahead, so the engine wakes each pass from a timer inside a dedicated Worker instead (createTickTimer). The worker is built from an inline blob: URL, so no bundler setup is needed. Where none can be made — no Worker global, or a Content-Security-Policy without worker-src blob: — it falls back to setTimeout, and a hidden tab books late again.

A suspended AudioContext is a separate matter: its clock stops, and on resume the engine drops what came due meanwhile rather than firing it all at once.

const engine = createAudioEngine();
const jump = await engine.load('/sfx/jump.wav');
engine.play(jump, { bus: 'sfx', position: { x: 40, y: 0 } });

Browsers start an AudioContext suspended until a user gesture. The engine resumes on the first gesture automatically; play() before that drops the voice with a dev warning rather than queueing it.