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otofx

v0.1.2

Published

Tiny, dependency-free interaction sounds for the web, synthesized live with Web Audio.

Readme

otofx

Tiny, dependency-free interaction sounds for the web. Every cue is synthesized live with the Web Audio API — no audio files, no runtime deps, ~4KB.

Demo: otofx.pages.dev

22 cues out of the box: chime sparkle droplet bloom whisper tick press release toggle success pop blip swoosh ding alert error unlock complete notify click expand collapse.

Install

npm install otofx

Usage

Declarative — data attributes

<button data-oto-press data-oto-release>Save</button>
<a data-oto-hover="tick">Docs</a>
<button data-oto-toggle aria-pressed="false">Dark mode</button>
import { bind } from "otofx";

bind(); // wires every data-oto-* attribute currently in the DOM

Call bind() again (or pass a container element) whenever you add new interactive elements dynamically — it re-scans from scratch. Call unbind() to remove all listeners.

Imperative

import { play } from "otofx";

play("success");
play("toggle", { on: true }); // toggle cue takes an on/off flag

Volume

import { setVolume, mute, unmute } from "otofx";

setVolume(0.5); // 0 (silent) to 1 (full)
mute();
unmute();

Custom cues

Register your own using the same synthesis primitives, or bring your own Web Audio graph entirely:

import { register, play, tone } from "otofx";

register("boop", () => tone(300, 0.1, "sine", 0, 0.2));
play("boop");

Why synthesized, not sampled

No audio files means no network requests, no format/codec concerns, no asset pipeline — the whole library is source code. It also means every cue is trivially tweakable: change a frequency, a duration, a waveform type, and you've got a new sound.

Browser autoplay policy

Browsers block audio until a user gesture. bind() and play() both lazily create the shared AudioContext on first use, so as long as you're calling them from inside a click/press/hover handler (which bind() does for you), this is handled automatically.

License

MIT