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();
Modern browsers — especially iOS Safari and Chrome on Android — refuse to
produce sound from an AudioContext that was constructed before any user
interaction. The context is created in suspended state and must be both
resumed AND have a node started from inside a real user-gesture call stack
before audio can play. Calling context.resume() alone is not enough on iOS.
Cacophony handles this transparently by default. When you construct a
Cacophony instance and the context is suspended, it installs one-time
touchend / click / keydown listeners on document.body. The first
user gesture resumes the context, plays a 1-sample silent primer buffer (the
iOS unlock primer), removes the listeners, and emits the unlock event.
const cacophony = new Cacophony();
if (cacophony.locked) {
// Mobile: waiting for the first user interaction.
// Show a "tap to enable audio" affordance if you want one.
}
cacophony.on('unlock', () => {
// Audio is now usable.
});
If you prefer to manage unlock yourself, opt out:
const cacophony = new Cacophony(undefined, undefined, { autoUnlock: false });
// You are responsible for calling cacophony.resume() inside a user gesture.
The auto-unlock has no effect on offline contexts or in non-browser
environments (typeof document === 'undefined').
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:
| 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 | Yes | Background music, large audio files, podcasts |
| Streaming | Medium | Low | Full | Yes | Network-backed playback created via createStream() |
// Buffer - entire file loaded into memory
const sfx = await cacophony.createSound('explosion.mp3', 'buffer');
// HTML - streams from network, good for large files
const music = await cacophony.createSound('bgm.mp3', 'html');
// Streaming - convenience helper for network-backed playback
const radio = await cacophony.createStream('https://example.com/stream.m3u8');
Pass an array of URLs and Cacophony picks the first one the browser can play.
It queries HTMLAudioElement.canPlayType per extension and fetches only the
chosen source (cache and loading events fire only for that URL). If the
selected source's canPlayType was 'maybe' and decoding actually fails,
the next playable candidate is tried.
// First playable source wins. Cacophony fetches only that one.
const boom = await cacophony.createSound([
'sfx/boom.webm', // small/modern, preferred when supported
'sfx/boom.mp3', // universal fallback
'sfx/boom.wav', // last-resort uncompressed
]);
boom.play();
Recognised extensions: .webm, .mp3, .ogg, .wav, .flac, .m4a,
.aac, .opus. If no candidate is reported playable, or every playable
candidate fails to decode, the promise rejects with an error naming the
URLs that were tried and the reason each failed (codec unsupported or
decode failure).
Only decode failures advance to the next candidate. Fetch/network/cache
failures of the selected source propagate immediately so the caller sees
the real cause instead of a silent format swap. Decode failures are
detected by the Web Audio spec marker -- DOMException with name
EncodingError.
v1 limitation: format fallback is only available for the default 'buffer'
sound type. Passing an array together with 'html' or 'streaming'
rejects with a "not yet supported" error.
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);
// Note: Filters are cloned to each playback for independent processing
const playback = sound.play()[0];
playback.filters[0].frequency.value = 500; // Only affects this playback
See TypeDoc for complete filter parameters and options.
Cacophony exposes the underlying Web Audio graph through Playback instances, enabling manual routing through custom effects chains. This is the low-level foundation for building complex audio processing pipelines.
Every Playback instance exposes its output node and standard Web Audio connection methods:
const sound = await cacophony.createSound('audio.mp3');
const [playback] = sound.play();
// Access the output node (final node in the internal chain)
const outputNode = playback.outputNode; // Returns GainNode
// Connect to custom destination
const customEffect = cacophony.context.createDelay(0.5);
playback.connect(customEffect);
customEffect.connect(cacophony.context.destination);
// Disconnect from default routing
playback.disconnect(); // Disconnect from all
playback.disconnect(specificNode); // Disconnect from specific node
Route playbacks through multiple effects:
const sound = await cacophony.createSound('guitar.mp3');
const [playback] = sound.play();
// Create effect nodes
const distortion = cacophony.context.createWaveShaper();
const delay = cacophony.context.createDelay(1.0);
const reverb = cacophony.context.createConvolver();
// Chain: playback → distortion → delay → reverb → destination
playback.disconnect(); // Disconnect from default
playback.connect(distortion)
.connect(delay)
.connect(reverb)
.connect(cacophony.context.destination);
For mixing-console-style routing — named buses, shared effects, and
per-edge send gain — use the first-class Buses and Sends
API documented below. The Bus class supersedes the older user-built
playback.connect() send/return pattern.
A Bus is a named summing node with its own filter chain and per-edge
gain on outgoing connections. Sounds and synths route to buses via
routeTo; buses can carry rich effects (not just BiquadFilter) by
adding a CacophonyEffect to their filter chain. The built-in
cacophony.createReverb() returns a DattorroReverb effect ready to drop
into a bus.
// 1. Create a named bus
const reverbBus = cacophony.createBus('reverb');
// 2. Add a DattorroReverb effect to the bus
const reverb = cacophony.createReverb({ wet: 0.6, dry: 0.4, decay: 0.7 });
await reverbBus.addFilter(reverb);
// 3. Lower the bus's level a bit before it hits master
reverbBus.gain = 0.5;
// 4. Route one sound's primary output to the bus
const vocals = await cacophony.createSound('vocals.mp3');
vocals.routeTo(reverbBus);
vocals.play();
// 5. Send another sound to the bus at 30% (primary route still goes to master)
const drums = await cacophony.createSound('drums.mp3');
drums.routeTo(reverbBus, 0.3);
drums.play();
const fx = cacophony.createBus('fx');
cacophony.getBus('fx'); // → same Bus instance
cacophony.listBuses(); // → ['master', 'fx']
sound.routeTo('fx'); // string lookup via the registry
cacophony.master is the built-in master bus. Its input is literally
the same node as cacophony.globalGainNode, so the existing
cacophony.volume and cacophony.mute APIs continue to work
transparently. Routing a sound to cacophony.master (or never calling
routeTo) sends it through the master path.
const groupBus = cacophony.createBus('group');
const sendBus = cacophony.createBus('aux');
groupBus.connect(sendBus, 0.2); // 20% send: groupBus.output → sendGain(0.2) → sendBus.input
groupBus.disconnect(sendBus); // tears down the sendGain too
Bus filter chains accept Cacophony-built BiquadFilters and any
CacophonyEffect. Raw third-party AudioNodes are rejected unless you
wrap them explicitly with cacophony.shareEffect(node) — this surfaces
the shared-state intent (the same node will run on every bus that adds it).
const eq = cacophony.createBiquadFilter({ type: 'highshelf', frequency: 4000, gain: 3 });
await bus.addFilter(eq);
const sharedWorklet = new AudioWorkletNode(cacophony.context, 'my-fx');
await bus.addFilter(cacophony.shareEffect(sharedWorklet));
reverbBus.destroy(); // disconnects everything, deregisters the name
Sounds still routed to a destroyed bus fall back to master on their
next playback with a console.warn.
Before buses existed, send/return was a manual playback.connect()
chain (see the Custom Audio Routing section
for the low-level pattern). New code should use a Bus and routeTo.
Change routing in real-time:
const sound = await cacophony.createSound('audio.mp3');
const [playback] = sound.play();
const cleanPath = cacophony.context.destination;
const fxPath = cacophony.context.createConvolver();
fxPath.connect(cacophony.context.destination);
// Toggle between clean and effects
let useFx = false;
button.addEventListener('click', () => {
playback.disconnect();
if (useFx) {
playback.connect(fxPath);
} else {
playback.connect(cleanPath);
}
useFx = !useFx;
});
Cacophony works seamlessly with any Web Audio API nodes:
const [playback] = sound.play();
// Built-in nodes
const analyser = cacophony.context.createAnalyser();
const compressor = cacophony.context.createDynamicsCompressor();
const panner = cacophony.context.createStereoPanner();
// AudioWorklet processors
const customProcessor = new AudioWorkletNode(cacophony.context, 'my-processor');
// Chain them together
playback.disconnect();
playback.connect(compressor)
.connect(analyser)
.connect(panner)
.connect(customProcessor)
.connect(cacophony.context.destination);
// Visualize with analyser
const dataArray = new Uint8Array(analyser.frequencyBinCount);
function draw() {
analyser.getByteFrequencyData(dataArray);
// ... draw visualization
requestAnimationFrame(draw);
}
source → panner → [filters] → gainNodegainNode in this chainoutputNode → globalGainNode → destinationdisconnect() breaks the default routing, allowing full manual controlClone 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
// Advance through sounds in sequence, one call at a time
const dialog = await cacophony.createGroupFromUrls(['line1.mp3', 'line2.mp3', 'line3.mp3']);
dialog.playOrdered(true); // Plays line1, then advances internal order
dialog.playOrdered(true); // Plays line2
dialog.playOrdered(true); // Plays line3
dialog.playOrdered(true); // Plays line1 again because looping is enabled
// 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.volume = 0.5;
synthGroup.type = 'triangle';
synthGroup.pause();
synthGroup.resume();
// 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);
// Pause and resume the active synth playback without losing its settings
sineOsc.pause();
sineOsc.resume();
synth.pause() keeps the existing synth playback object so synth.resume() can restart it with the current frequency, detune, type, volume, pan, and filter settings. synth.play() still creates a fresh playback instance, just like Sound.play().
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', 'buffer', 'HRTF');
const birdSound = await cacophony.createSound('bird_chirp.mp3', 'buffer', 'HRTF');
const footsteps = await cacophony.createSound('footsteps.mp3', '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', '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',
'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'],
'buffer',
'HRTF',
controller.signal
);
Call cleanup() when done with sounds to free resources:
const sound = await cacophony.createSound('temp.mp3');
sound.play();
sound.cleanup(); // Tears down playbacks, including pausing and resetting active HTML/streaming media
// 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.