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retro-audio

v1.0.0

Published

Lightweight, embeddable Web Audio synthesizer engine that emulates 8-bit sound hardware (Game Boy DMG style)

Readme

Retro Audio Engine

A lightweight, embeddable Web Audio synthesizer engine that emulates 8-bit sound hardware (Game Boy DMG style). Consumes JSON sound definitions and plays them in any web application.

Features

  • 4-Channel Audio - Pulse (x2), Wave, and Noise channels matching classic hardware
  • ADSR Envelopes - Full attack/decay/sustain/release with linear and exponential curves
  • Pitch Effects - Slides, vibrato, and arpeggios with sample-accurate timing
  • Voice Management - Automatic voice pooling with configurable stealing modes
  • Pattern Sequencer - BPM-synced playback with mute/solo per channel
  • Zero Dependencies - Pure Web Audio API, no external runtime dependencies
  • TypeScript First - Full type definitions included
  • Tiny Bundle - ~11KB gzipped

Installation

npm install retro-audio

Or use directly in a browser:

<script src="https://unpkg.com/retro-audio/dist/index.min.js"></script>

Quick Start

import { RetroAudio } from 'retro-audio';

// Create instance
const audio = new RetroAudio();

// Initialize on user gesture (required by browsers)
document.querySelector('#start').addEventListener('click', async () => {
  await audio.init();

  // Play a simple beep
  const beep = {
    version: '1.0',
    type: 'sfx',
    name: 'Beep',
    instrument: {
      id: 'beep',
      name: 'Beep',
      channel: 'pulse1',
      waveform: { type: 'pulse', duty: 0.5 },
      envelope: { attack: 0.01, decay: 0.1, sustain: 0, release: 0.1 },
      volume: 0.8
    },
    note: 'C5',
    duration: 0.2
  };

  audio.playSfx(beep);
});

Usage

Playing Sound Effects

// Using SfxData format
const coinSfx = await fetch('/sounds/coin.json').then(r => r.json());
const instance = audio.playSfx(coinSfx);

// Or directly with an instrument
const instrument = {
  id: 'laser',
  name: 'Laser',
  channel: 'pulse1',
  waveform: { type: 'pulse', duty: 0.125 },
  envelope: { attack: 0, decay: 0.3, sustain: 0, release: 0 },
  pitch: { slide: -24, slideTime: 0.3 },
  volume: 0.7
};
audio.playSfx(instrument, 'C6');

// Control the playing sound
instance.fadeOut(0.5);  // Fade out over 0.5 seconds
instance.stop();        // Stop immediately
await instance.finished; // Wait for completion

Real-Time Synth

// Create a synth for live playing
const synth = audio.createSynth({
  id: 'lead',
  name: 'Lead',
  channel: 'pulse1',
  waveform: { type: 'pulse', duty: 0.25 },
  envelope: { attack: 0.01, decay: 0.1, sustain: 0.7, release: 0.2 },
  pitch: { vibratoDepth: 0.5, vibratoSpeed: 5 },
  volume: 0.8
});

// Play notes
synth.noteOn('C4');       // Play middle C
synth.noteOn('E4', 0.5);  // Play E with velocity 0.5
synth.noteOff();          // Release

// Update parameters in real-time
synth.updateEnvelope({ attack: 0.2 });
synth.setWaveform({ type: 'pulse', duty: 0.5 });

// Clean up when done
synth.dispose();

Pattern Playback

const pattern = {
  id: 'intro',
  name: 'Intro Pattern',
  steps: 16,
  stepsPerBeat: 4,
  channels: {
    pulse1: [
      { step: 0, note: 'C4', instrumentId: 'lead' },
      { step: 4, note: 'E4', instrumentId: 'lead' },
      { step: 8, note: 'G4', instrumentId: 'lead' },
      { step: 12, note: 'C5', instrumentId: 'lead' }
    ],
    pulse2: [],
    wave: [],
    noise: []
  }
};

// Load instruments first
audio.loadInstruments([leadInstrument]);

// Play the pattern
const player = audio.playPattern(pattern, { bpm: 120, loop: true });

// Control playback
player.pause();
player.play();
player.stop();
player.bpm = 140;  // Change tempo in real-time

// Mute/solo channels
player.setChannelMute('noise', true);
player.setChannelSolo('pulse1', true);

// React to events
player.onStep = (step) => console.log(`Step: ${step}`);
player.onEnd = () => console.log('Pattern ended');

Song Playback

const song = await fetch('/music/level1.json').then(r => r.json());
const player = audio.playSong(song);

// Navigate between patterns
player.seekToPattern(2);
player.nextPattern();
player.previousPattern();

// Events
player.onPatternChange = (index, patternId) => {
  console.log(`Now playing: ${patternId}`);
};

API Reference

RetroAudio

The main class that orchestrates all audio functionality.

const audio = new RetroAudio({
  sampleRate: 44100,           // Audio sample rate
  latencyHint: 'interactive',  // 'interactive' | 'balanced' | 'playback'
  maxVoices: 8,                // Maximum concurrent voices
  voiceStealingMode: 'oldest'  // 'oldest' | 'quietest' | 'none'
});

Methods

| Method | Description | |--------|-------------| | init() | Initialize audio context (call on user gesture) | | suspend() | Pause audio processing | | resume() | Resume audio processing | | playSfx(sfx) | Play a sound effect | | createSynth(instrument) | Create a real-time synth | | playPattern(pattern, options) | Play a pattern | | playSong(song) | Play a song | | loadInstruments(instruments) | Load instruments for playback | | getInstrument(id) | Get an instrument by ID | | clearInstruments() | Clear all loaded instruments | | stopAll() | Stop all playing sounds | | dispose() | Clean up all resources |

Properties

| Property | Description | |----------|-------------| | state | Current state: 'uninitialized' | 'running' | 'suspended' | | masterVolume | Master volume (0.0 - 1.0) | | currentTime | Current audio context time | | onStateChange | Callback for state changes |

Channel Types

| Channel | Description | |---------|-------------| | pulse1 | First pulse wave channel (square with duty cycle) | | pulse2 | Second pulse wave channel | | wave | Wavetable channel (triangle, sawtooth, or custom) | | noise | LFSR noise channel (long or short mode) |

Waveform Configurations

// Pulse waves (pulse1, pulse2)
{ type: 'pulse', duty: 0.5 }  // 0.125, 0.25, 0.5, or 0.75

// Wave channel
{ type: 'triangle' }
{ type: 'sawtooth' }
{ type: 'custom', wavetable: [0,2,4,6,8,10,12,14,15,14,12,10,8,6,4,2,...] }

// Noise channel
{ type: 'noise', mode: 'long' }   // 15-bit LFSR (default)
{ type: 'noise', mode: 'short' }  // 7-bit LFSR (metallic)

Envelope Configuration

{
  attack: 0.01,           // Attack time in seconds (0-5)
  decay: 0.1,             // Decay time in seconds (0-5)
  sustain: 0.7,           // Sustain level (0-1)
  release: 0.2,           // Release time in seconds (0-5)
  attackCurve: 'linear',  // 'linear' | 'exponential'
  decayCurve: 'exponential',
  releaseCurve: 'exponential'
}

Pitch Effects

{
  slide: -12,           // Semitones to slide (negative = down)
  slideTime: 0.5,       // Slide duration in seconds
  vibratoDepth: 0.5,    // Vibrato depth in semitones (0-2)
  vibratoSpeed: 5,      // Vibrato speed in Hz (0-20)
  arpeggio: [0, 4, 7],  // Semitone offsets (major chord)
  arpeggioSpeed: 12     // Notes per second
}

JSON Schema

Sound Effect (SfxData)

{
  "version": "1.0",
  "type": "sfx",
  "name": "Coin",
  "instrument": { ... },
  "note": "E6",
  "duration": 0.3
}

Song (SongData)

{
  "version": "1.0",
  "type": "song",
  "name": "Level 1",
  "bpm": 120,
  "instruments": [ ... ],
  "patterns": [ ... ],
  "sequence": ["intro", "verse", "chorus"],
  "loop": true,
  "loopPoint": 1
}

Browser Support

  • Chrome 66+
  • Firefox 76+
  • Safari 14.1+
  • Edge 79+

Handling Audio Interruptions

Mobile browsers may suspend audio for calls or system events:

audio.onStateChange = (state) => {
  if (state === 'suspended') {
    showResumeButton();
  } else if (state === 'running') {
    hideResumeButton();
  }
};

// Resume on user gesture
resumeButton.onclick = () => audio.resume();

Contributing

See CONTRIBUTING.md for development setup and guidelines.

License

MIT - See LICENSE for details.