Cacophony is a powerful and intuitive audio library designed for modern web applications. It provides a high-level interface to the Web Audio API, simplifying complex audio operations while offering fine-grained control. Cacophony is perfect for projects ranging from simple sound playback to sophisticated audio processing and 3D audio positioning.
AudioBuffer
, URL strings, synthesizers, and live microphone inputnpm install cacophony
import { Cacophony } from 'cacophony';
async function audioDemo() {
const cacophony = new Cacophony();
// Create and play a sound with 3D positioning
const sound = await cacophony.createSound('path/to/audio.mp3');
sound.play();
sound.position = [1, 0, -1]; // Set sound position in 3D space
// Create and play a synthesizer
const synth = cacophony.createOscillator({ frequency: 440, type: 'sine' });
synth.play();
// Apply a filter to the synth
const filter = cacophony.createBiquadFilter({ type: 'lowpass', frequency: 1000 });
synth.addFilter(filter);
// Create a group of sounds
const group = await cacophony.createGroupFromUrls(['sound1.mp3', 'sound2.mp3']);
group.play(); // Play all sounds in the group
// Capture microphone input
const micStream = await cacophony.getMicrophoneStream();
micStream.play();
}
audioDemo();
Cacophony uses a two-tier architecture that separates audio assets from their playback instances:
play()
creates a new Playback.This design allows the same sound to be played multiple times simultaneously with different settings (volume, position, playback rate, etc.).
const sound = await cacophony.createSound('laser.mp3');
// Play the same sound three times with different settings
const [playback1] = sound.play();
playback1.volume = 0.3;
playback1.playbackRate = 1.0;
const [playback2] = sound.play();
playback2.volume = 0.8;
playback2.playbackRate = 1.5; // Higher pitched
const [playback3] = sound.play();
playback3.volume = 0.5;
playback3.position = [5, 0, 0]; // Positioned to the right
// Control individual playbacks
setTimeout(() => playback1.pause(), 1000);
setTimeout(() => playback2.stop(), 2000);
// Or control all playbacks through the Sound
sound.stop(); // Stops all three playbacks
Cacophony supports three sound types, each optimized for different use cases:
Type | Memory | Latency | Seeking | Multiple Instances | Best For |
---|---|---|---|---|---|
Buffer (default) | High | None | Full | Yes | Sound effects, UI sounds, short music clips |
HTML | Medium | Low | Full | Limited | Background music, large audio files, podcasts |
Streaming | Low | Medium | Limited | No | Internet radio, live streams, very large files |
// Buffer - entire file loaded into memory
const sfx = await cacophony.createSound('explosion.mp3', SoundType.Buffer);
// HTML - streams from network, good for large files
const music = await cacophony.createSound('bgm.mp3', SoundType.HTML);
// Streaming - for live streams
const radio = await cacophony.createStream('https://example.com/stream.m3u8');
const sound = await cacophony.createSound('podcast.mp3');
sound.play();
// Seek to 30 seconds
sound.seek(30);
// Seek on individual playback
const [playback] = sound.play();
playback.seek(45);
// Get current time
console.log(playback.currentTime); // Current position in seconds
console.log(playback.duration); // Total duration
Control the speed of playback (affects pitch):
const sound = await cacophony.createSound('audio.mp3');
sound.playbackRate = 1.0; // Normal speed
sound.playbackRate = 2.0; // Double speed (higher pitch)
sound.playbackRate = 0.5; // Half speed (lower pitch)
// Apply to individual playback
const [playback] = sound.play();
playback.playbackRate = 1.25;
const sound = await cacophony.createSound('music.mp3');
// Loop indefinitely
sound.loop('infinite');
sound.play();
// Loop exactly 3 times
sound.loop(3);
sound.play();
// No looping (default)
sound.loop(0);
Cacophony provides a hierarchical volume control system:
const cacophony = new Cacophony();
const sound = await cacophony.createSound('audio.mp3');
const [playback] = sound.play();
// Global volume (affects all audio)
cacophony.volume = 0.5; // 50% of original volume
// Sound volume (affects all playbacks of this sound)
sound.volume = 0.8; // 80% of global volume
// Individual playback volume
playback.volume = 0.6; // 60% of sound volume
// Final volume = global × sound × playback = 0.5 × 0.8 × 0.6 = 0.24
// Mute/unmute
cacophony.mute();
cacophony.unmute();
Cacophony provides powerful audio filtering capabilities using BiquadFilterNode. Filters can be applied to Sounds, Synths, Playbacks, and Groups.
Supported filter types: lowpass
, highpass
, bandpass
, lowshelf
, highshelf
, peaking
, notch
, allpass
.
const cacophony = new Cacophony();
const sound = await cacophony.createSound('audio.mp3');
// Create filters
const lowpass = cacophony.createBiquadFilter({ type: 'lowpass', frequency: 1000, Q: 1 });
const highshelf = cacophony.createBiquadFilter({ type: 'highshelf', frequency: 5000, gain: -6 });
// Apply filters (they are chained in order)
sound.addFilter(lowpass);
sound.addFilter(highshelf);
// Apply to Synth
const synth = cacophony.createOscillator({ frequency: 440, type: 'sawtooth' });
synth.addFilter(lowpass);
// Remove filters
sound.removeFilter(lowpass);
See TypeDoc for complete filter parameters and options.
Clone sounds to create variations without reloading files. Clones share the same AudioBuffer but have independent settings.
const footstep = await cacophony.createSound('footstep.mp3');
// Create variations for different enemy sizes
const largeEnemy = footstep.clone({
position: [10, 0, -5],
playbackRate: 0.8, // Slower/lower pitch
volume: 0.9
});
const smallEnemy = footstep.clone({
position: [-5, 0, -10],
playbackRate: 1.25, // Faster/higher pitch
volume: 0.4
});
largeEnemy.play();
smallEnemy.play();
// Weapon sound variants
const gunshotBase = await cacophony.createSound('gunshot.mp3');
const weapons = {
pistol: gunshotBase.clone({ volume: 0.6, playbackRate: 1.2 }),
rifle: gunshotBase.clone({ volume: 1.0, playbackRate: 1.0 }),
shotgun: gunshotBase.clone({
volume: 1.2,
playbackRate: 0.8,
filters: [cacophony.createBiquadFilter({ type: 'lowpass', frequency: 1200 })]
})
};
// Musical instrument samples by pitch-shifting
const pianoC4 = await cacophony.createSound('piano_c4.mp3');
const keyboard = {
C4: pianoC4,
D4: pianoC4.clone({ playbackRate: 1.122 }), // +2 semitones
E4: pianoC4.clone({ playbackRate: 1.260 }), // +4 semitones
F4: pianoC4.clone({ playbackRate: 1.335 }), // +5 semitones
G4: pianoC4.clone({ playbackRate: 1.498 }), // +7 semitones
};
Groups allow controlling multiple sounds or synthesizers as a single unit.
const cacophony = new Cacophony();
// Create from URLs
const soundGroup = await cacophony.createGroupFromUrls(['drum.mp3', 'bass.mp3', 'synth.mp3']);
// Or create from existing Sound instances
const sound1 = await cacophony.createSound('drum.mp3');
const sound2 = await cacophony.createSound('bass.mp3');
const sound3 = await cacophony.createSound('synth.mp3');
const soundGroup2 = await cacophony.createGroup([sound1, sound2, sound3]);
// Play all sounds simultaneously
soundGroup.play();
// Control all sounds at once
soundGroup.volume = 0.7;
soundGroup.playbackRate = 1.2;
soundGroup.position = [5, 0, 0];
soundGroup.loop('infinite');
// Apply filters to entire group
const lowpass = cacophony.createBiquadFilter({ type: 'lowpass', frequency: 1000 });
soundGroup.addFilter(lowpass);
// Play random sound from group
const footsteps = await cacophony.createGroupFromUrls([
'footstep1.mp3',
'footstep2.mp3',
'footstep3.mp3',
'footstep4.mp3'
]);
footsteps.playRandom(); // Picks one at random
// Play sounds in sequence
const dialog = await cacophony.createGroupFromUrls(['line1.mp3', 'line2.mp3', 'line3.mp3']);
dialog.playOrdered(true); // Plays: 1, 2, 3, 1, 2, 3...
// SynthGroup for synthesizers
const synthGroup = new SynthGroup();
const synth1 = cacophony.createOscillator({ frequency: 440, type: 'sine' });
const synth2 = cacophony.createOscillator({ frequency: 660, type: 'square' });
synthGroup.addSynth(synth1);
synthGroup.addSynth(synth2);
synthGroup.play();
synthGroup.setVolume(0.5);
// Remove a synth from the group
synthGroup.removeSynth(synth1);
Create oscillator-based sounds with four waveform types: sine
, square
, sawtooth
, triangle
.
const cacophony = new Cacophony();
// Create oscillators
const sineOsc = cacophony.createOscillator({ frequency: 440, type: 'sine' });
sineOsc.play();
// Change parameters in real-time
sineOsc.frequency = 880; // Change frequency
sineOsc.type = 'sawtooth'; // Change waveform
sineOsc.detune = 10; // Detune in cents (1/100th of a semitone)
// Layer multiple oscillators
const bass = cacophony.createOscillator({ frequency: 110, type: 'sine' });
const lead = cacophony.createOscillator({ frequency: 440, type: 'sawtooth' });
bass.volume = 0.7;
lead.volume = 0.5;
bass.addFilter(cacophony.createBiquadFilter({ type: 'lowpass', frequency: 1000 }));
bass.play();
lead.play();
// Modulate frequency over time
let time = 0;
setInterval(() => {
const frequency = 440 + Math.sin(time) * 100;
sineOsc.frequency = frequency;
time += 0.1;
}, 50);
Create immersive soundscapes with precise spatial audio control using HRTF (Head-Related Transfer Function) or stereo panning.
const cacophony = new Cacophony();
// Create sounds with HRTF panning
const ambience = await cacophony.createSound('forest_ambience.mp3', SoundType.Buffer, 'HRTF');
const birdSound = await cacophony.createSound('bird_chirp.mp3', SoundType.Buffer, 'HRTF');
const footsteps = await cacophony.createSound('footsteps.mp3', SoundType.Buffer, 'HRTF');
// Position sounds in 3D space
// Coordinate system: X (left- to right+), Y (down- to up+), Z (front+ to back-)
ambience.position = [0, 0, -5]; // Slightly behind the listener
birdSound.position = [10, 5, 0]; // To the right and above
footsteps.position = [-2, -1, 2]; // Slightly to the left and in front
// Configure distance attenuation
birdSound.threeDOptions = {
distanceModel: 'inverse', // 'linear', 'inverse', or 'exponential'
refDistance: 1,
rolloffFactor: 1
};
// Play the sounds
ambience.play();
birdSound.play();
footsteps.play();
// Set listener position and orientation
cacophony.listenerPosition = [0, 0, 0];
cacophony.listenerOrientation = {
forward: [0, 0, -1], // Looking towards negative Z
up: [0, 1, 0]
};
// Animate bird sound position
let time = 0;
setInterval(() => {
const x = Math.sin(time) * 10;
birdSound.position = [x, 5, 0];
time += 0.05;
}, 50);
// Stereo panning (simple left-right)
const stereoSound = await cacophony.createSound('audio.mp3', SoundType.Buffer, 'stereo');
stereoSound.stereoPan = 0.5; // -1 (left) to 1 (right)
stereoSound.play();
See TypeDoc for distance models, cone effects, and advanced 3D audio options.
Capture, process, and manipulate live audio input:
const cacophony = new Cacophony();
try {
const micStream = await cacophony.getMicrophoneStream();
micStream.play();
// Apply filters to microphone input
const lowPassFilter = cacophony.createBiquadFilter({ type: 'lowpass', frequency: 1000 });
micStream.addFilter(lowPassFilter);
// Control microphone volume
micStream.volume = 0.8;
// Pause and resume
setTimeout(() => {
micStream.pause();
setTimeout(() => micStream.resume(), 2000);
}, 5000);
} catch (error) {
console.error("Error accessing microphone:", error);
}
Stream audio content efficiently:
const cacophony = new Cacophony();
try {
const streamedSound = await cacophony.createStream('https://example.com/live_radio_stream');
streamedSound.play();
// Apply real-time effects to the stream
const highPassFilter = cacophony.createBiquadFilter({ type: 'highpass', frequency: 500 });
streamedSound.addFilter(highPassFilter);
// Control streaming playback
setTimeout(() => {
streamedSound.pause();
setTimeout(() => streamedSound.play(), 5000);
}, 10000);
} catch (error) {
console.error("Error streaming audio:", error);
}
Cacophony provides a comprehensive event system for monitoring loading progress, cache performance, and audio playback state.
const cacophony = new Cacophony();
cacophony.on('loadingStart', (event) => {
console.log(`Started loading: ${event.url}`);
showSpinner();
});
cacophony.on('loadingProgress', (event) => {
const percent = event.progress * 100;
updateProgressBar(event.progress);
});
cacophony.on('loadingComplete', (event) => {
console.log(`Loaded: ${event.url} (${event.size} bytes)`);
hideSpinner();
});
const sound = await cacophony.createSound('large-audio-file.mp3');
// Global error handling
cacophony.on('loadingError', (event) => {
console.error(`Failed to load ${event.url}:`, event.error);
showErrorToast(`Failed to load audio: ${event.errorType}`);
});
// Sound-specific error handling
sound.on('soundError', (event) => {
if (event.recoverable) {
console.log('Retrying...');
sound.play();
} else {
console.error('Unrecoverable error:', event.error);
}
});
// Monitor all playback globally
cacophony.on('globalPlay', (event) => {
console.log('Audio started:', event.source);
showGlobalAudioIndicator();
});
cacophony.on('globalStop', (event) => {
console.log('Audio stopped:', event.source);
hideGlobalAudioIndicator();
});
cacophony.on('globalPause', (event) => {
console.log('Audio paused:', event.source);
});
const sound = await cacophony.createSound('audio.mp3');
sound.on('play', (playback) => {
console.log('Playing:', playback);
updatePlayButton('pause');
});
sound.on('pause', () => {
updatePlayButton('play');
});
sound.on('volumeChange', (volume) => {
updateVolumeSlider(volume);
});
// Playback instance events
const [playback] = sound.play();
playback.on('play', (pb) => {
console.log('Playback started:', pb.currentTime);
});
playback.on('error', (event) => {
if (event.recoverable) {
console.log('Recoverable error, retrying...');
playback.play();
}
});
const synth = cacophony.createOscillator({ frequency: 440, type: 'sine' });
synth.on('frequencyChange', (freq) => {
console.log('Frequency changed to:', freq, 'Hz');
});
synth.on('typeChange', (type) => {
console.log('Waveform changed to:', type);
});
synth.frequency = 880; // Triggers frequencyChange event
synth.type = 'square'; // Triggers typeChange event
Event | Payload | Description |
---|---|---|
loadingStart |
LoadingStartEvent |
Fired when audio loading begins. Contains url and timestamp . |
loadingProgress |
LoadingProgressEvent |
Fired during download. Contains url , loaded , total , progress (0-1), timestamp . |
loadingComplete |
LoadingCompleteEvent |
Fired when loading succeeds. Contains url , duration , size , timestamp . |
loadingError |
LoadingErrorEvent |
Fired when loading fails. Contains url , error , errorType , timestamp . |
cacheHit |
CacheHitEvent |
Fired on cache hit. Contains url , cacheType ('memory'|'browser'|'conditional'), timestamp . |
cacheMiss |
CacheMissEvent |
Fired on cache miss. Contains url , reason ('not-found'|'expired'|'invalid'), timestamp . |
cacheError |
CacheErrorEvent |
Fired on cache operation error. Contains url , error , operation , timestamp . |
globalPlay |
GlobalPlaybackEvent |
Fired when any Sound or Synth starts playing. Contains source , timestamp . |
globalStop |
GlobalPlaybackEvent |
Fired when any Sound or Synth stops. Contains source , timestamp . |
globalPause |
GlobalPlaybackEvent |
Fired when any Sound or Synth pauses. Contains source , timestamp . |
volumeChange |
number |
Fired when global volume changes. Receives new volume value. |
mute |
void |
Fired when audio is muted globally. |
unmute |
void |
Fired when audio is unmuted globally. |
suspend |
void |
Fired when audio context is suspended. |
resume |
void |
Fired when audio context is resumed. |
Event | Payload | Description |
---|---|---|
play |
Playback |
Fired when sound starts playing. Receives the Playback instance. |
stop |
void |
Fired when sound stops. |
pause |
void |
Fired when sound pauses. |
resume |
void |
Fired when sound resumes after being paused. |
ended |
void |
Fired when sound playback ends naturally. |
loopEnd |
void |
Fired when a loop iteration completes. |
volumeChange |
number |
Fired when volume changes. Receives new volume value. |
rateChange |
number |
Fired when playback rate changes. Receives new rate value. |
soundError |
SoundErrorEvent |
Fired on playback errors. Contains url , error , errorType , timestamp , recoverable . |
Event | Payload | Description |
---|---|---|
play |
BasePlayback |
Fired when playback starts. Receives the Playback instance. |
stop |
void |
Fired when playback stops. |
pause |
void |
Fired when playback pauses. |
resume |
void |
Fired when playback resumes after being paused. |
ended |
void |
Fired when playback ends naturally. |
seek |
number |
Fired when playback position changes. Receives new time in seconds. |
volumeChange |
number |
Fired when playback volume changes. Receives new volume value. |
error |
PlaybackErrorEvent |
Fired on playback errors. Contains error , errorType , timestamp , recoverable . |
Event | Payload | Description |
---|---|---|
play |
SynthPlayback |
Fired when synth starts playing. Receives the SynthPlayback instance. |
stop |
void |
Fired when synth stops. |
pause |
void |
Fired when synth pauses. |
resume |
void |
Fired when synth resumes after being paused. |
ended |
void |
Fired when synth playback ends naturally. |
frequencyChange |
number |
Fired when frequency changes. Receives new frequency in Hz. |
typeChange |
OscillatorType |
Fired when waveform type changes. Receives new type ('sine'|'square'|'sawtooth'|'triangle'). |
detuneChange |
number |
Fired when detune changes. Receives new detune value in cents. |
volumeChange |
number |
Fired when volume changes. Receives new volume value. |
error |
PlaybackErrorEvent |
Fired on playback errors. Contains error , errorType , timestamp , recoverable . |
Cacophony implements intelligent three-layer caching for optimal performance:
Memory Cache (LRU) → Browser Cache API → Network
The cache system is fully automatic and HTTP-compliant, respecting standard cache headers (ETag, Last-Modified). When cache validation tokens are available, Cacophony makes lightweight conditional requests (304 responses have no body). When tokens are unavailable, it falls back to TTL-based caching (24 hours default).
const cacophony = new Cacophony();
// First load - fetches from network, stores in cache
const sound1 = await cacophony.createSound('audio.mp3');
// Second load - instant from memory cache
const sound2 = await cacophony.createSound('audio.mp3');
// Monitor cache performance via events
cacophony.on('cacheHit', (event) => {
console.log(`${event.cacheType} cache hit: ${event.url}`);
// cacheType: 'memory' | 'browser' | 'conditional'
});
cacophony.on('cacheMiss', (event) => {
console.log(`Cache miss: ${event.url} - ${event.reason}`);
// reason: 'not-found' | 'expired' | 'invalid'
});
// Clear memory cache (browser cache persists)
cacophony.clearMemoryCache();
// Optional: configure TTL for when no validation tokens exist
import { AudioCache } from 'cacophony';
AudioCache.setCacheExpirationTime(60 * 60 * 1000); // 1 hour
The caching system requires no configuration in most cases. It automatically optimizes for performance while respecting HTTP standards.
Cancel audio loading operations:
const controller = new AbortController();
const soundPromise = cacophony.createSound(
'large-file.mp3',
SoundType.Buffer,
'HRTF',
controller.signal
);
// Cancel loading
router.on('navigate', () => controller.abort());
try {
const sound = await soundPromise;
sound.play();
} catch (error) {
if (error.name === 'AbortError') {
console.log('Loading was cancelled');
}
}
// Works with groups too
const group = await cacophony.createGroupFromUrls(
['a.mp3', 'b.mp3', 'c.mp3'],
SoundType.Buffer,
'HRTF',
controller.signal
);
Call cleanup()
when done with sounds to free resources:
const sound = await cacophony.createSound('temp.mp3');
sound.play();
sound.cleanup(); // Disconnects nodes, removes playbacks, clears listeners
// Clear memory cache
cacophony.clearMemoryCache();
Cacophony uses FinalizationRegistry
for automatic cleanup when objects are garbage collected, but explicit cleanup is recommended for large applications.
Suspend and resume the entire audio context to pause all audio processing. Useful for mobile apps when entering background mode or for performance optimization:
const cacophony = new Cacophony();
// Suspend audio context (pauses ALL audio, saves battery)
cacophony.pause();
// Resume audio context
cacophony.resume();
// Example: pause when app goes to background
document.addEventListener('visibilitychange', () => {
if (document.hidden) {
cacophony.pause();
} else {
cacophony.resume();
}
});
Note: This is different from sound.pause()
which pauses individual sounds. cacophony.pause()
suspends the entire audio engine.
For complete API documentation including all methods, parameters, and options, see the TypeDoc documentation.
Cacophony is open-source software licensed under the MIT License.