This is a ffmpeg
wrapper that will take in multiple audio files and combines them into a single file. Silent gaps will be put between the parts so that every new part starts from full second and there is at least 1 second pause between every part. The final file will be exported in mp3
, ogg
, ac3
, m4a
and caf
(IMA-ADPCM) to support as many devices as possible. This tool will also generate a JSON
file that is compatible with Howler.js or zynga/jukebox framework.
iOS, Windows Phone and some Android phones have very limited HTML5 audio support. They only support playing a single file at a time and loading in new files requires user interaction and has a big latency. To overcome this there is a technique to combine all audio into single file and only play/loop certain parts of that file. zynga/jukebox is a audio framework that uses this technique. digitalfruit/limejs is a HTML5 game framework that includes Jukebox and lets you add audio to your games using audio sprites.
npm install -g audiosprite
npm install -g git+https://github.com/tonistiigi/audiosprite.git
You can install FFmpeg
and the ogg
codecs on OSX using brew
:
brew install ffmpeg --with-theora --with-libvorbis
- You need to install Node.js
- Use Git Bash instead of Command Line or Powershell
- Download ffmpeg and include it in your path
export PATH=$PATH:path/to/ffmpeg/bin
- IMA-ADPCM(the fastest iPhone format) will only be generated if you are using OSX.
> audiosprite --help
info: Usage: audiosprite [options] file1.mp3 file2.mp3 *.wav
info: Options:
--output, -o Name for the output files. [default: "output"]
--path, -u Path for files to be used on final JSON. [default: ""]
--export, -e Limit exported file types. Comma separated extension list. [default: "ogg,m4a,mp3,ac3"]
--format, -f Format of the output JSON file (jukebox, howler, howler2, createjs). [default: "jukebox"]
--log, -l Log level (debug, info, notice, warning, error). [default: "info"]
--autoplay, -a Autoplay sprite name. [default: null]
--loop Loop sprite name, can be passed multiple times. [default: null]
--silence, -s Add special "silence" track with specified duration. [default: 0]
--gap, -g Silence gap between sounds (in seconds). [default: 1]
--minlength, -m Minimum sound duration (in seconds). [default: 0]
--bitrate, -b Bit rate. Works for: ac3, mp3, mp4, m4a, ogg. [default: 128]
--vbr, -v VBR [0-9]. Works for: mp3. -1 disables VBR. [default: -1]
--samplerate, -r Sample rate. [default: 44100]
--channels, -c Number of channels (1=mono, 2=stereo). [default: 1]
--rawparts, -p Include raw slices(for Web Audio API) in specified formats. [default: ""]
--ignorerounding, -i Bypass sound placement on whole second boundaries (0=round,1=bypass). [default: 0]
--help, -h Show this help message.
> audiosprite --autoplay bg_loop --output mygameaudio bg_loop.wav *.mp3
info: File added OK file=bg_loop.wav
info: 1.25s silence gap added OK
info: File added OK file=click.mp3
info: 1.70s silence gap added OK
info: Exported caf OK file=mygameaudio.caf
info: Exported ac3 OK file=mygameaudio.ac3
info: Exported mp3 OK file=mygameaudio.mp3
info: Exported m4a OK file=mygameaudio.m4a
info: Exported ogg OK file=mygameaudio.ogg
info: Exported json OK file=mygameaudio.json
info: All done
> cat mygameaudio.json
{
"resources": [
"mygameaudio.caf",
"mygameaudio.ac3",
"mygameaudio.mp3",
"mygameaudio.m4a",
"mygameaudio.ogg"
],
"spritemap": {
"bg_loop": {
"start": 0,
"end": 3.75,
"loop": true
},
"click": {
"start": 5,
"end": 5.3,
"loop": false
}
},
"autoplay": "bg_loop"
}
var audiosprite = require('audiosprite')
var files = ['file1.mp3', 'file2.mp3']
var opts = {output: 'result'}
audiosprite(files, opts, function(err, obj) {
if (err) return console.error(err)
console.log(JSON.stringify(obj, null, 2))
})
You can use --autoplay
option to set a track that will start playing automatically. This track is then marked as autoplay and looping in the JSON. This syntax is Jukebox framework specific.
On some cases starting and pausing a file has bigger latency than just setting playhead position. You may get better results if your file is always playing. --silence <duration>
option will generate extra track named silence that you can play instead of pausing the file.
Usage with digitalfruit/limejs framework.
First generate LimeJS asset from the JSON file that you can require inside your code.
> bin/lime.py gensoy path/to/mygameaudio.json
Then use AudioMap
class to play the file.
goog.require('lime.audio.AudioMap');
goog.require('lime.ASSETS.mygameaudio.json');
var audio = new lime.audio.AudioMap(lime.ASSETS.mygameaudio.json);
...
audio.play('click');
Don't forget to use the --rawparts=mp3
option to benefit from the LimeJS feature to automatically switch to Web Audio API when it's supported by the client.
Usage with zynga/jukebox framework. (DISCONTINUED)
NOTE: The jukebox project from Zynga has been abandoned. This section remains for reference.
Generated JSON file can be passed straight into jukebox.Player
constructor. Check out Jukebox documentation/demos for more info.
var settings = {/* JSON generated by audiosprite*/};
...
// This part needs to be in user event callback.
var myPlayer = new jukebox.Player(settings);
...
myPlayer.play('click');