@debuffjp/audio

中文文档
0.33.0发布于 2026/11/11MITTypeScriptES Module零依赖构建来源已验证近 30 天下载 9169

Web Audio facade with buses, autoplay unlock and a tiny synth for debuff

原始使用文档

@debuffjp/audio

A small Web Audio facade: music and SFX buses, autoplay unlock on the first gesture, buffer playback with pitch variation, and an asset-free synth for quick placeholder blips. No dependencies.

import { Audio } from "@debuffjp/audio";

const audio = new Audio();
await audio.decode("coin", assets.audio("coin"));

audio.play("coin", { volume: 0.8, rateJitter: 0.05 });
audio.volume("music", 0.5);

Music and sound effects

For music and sound effects made in code, use plonk (plonkjs): songs and effects are small data, synthesized live, and effects play in the song's key. Give it this package's context and music bus so it shares the game's volume and mute:

import { Player } from "plonkjs";

const player = new Player({ context: audio.ctx, destination: audio.bus("music") });
player.play(theme); // a plonk Song
player.sfx({ wave: "square", decay: 0.1, sustain: 0 }, { degree: 5 }); // a pickup in the song's key

Use play for sound files the game ships. synth is a single oscillator with a pitch slide: fine as a placeholder while a game has no sound yet, but it can't make a convincing coin, explosion or power-up. Before 0.29.3, this README suggested synth for stylised SFX too.

audio.synth({ freq: 660, freqEnd: 220, decay: 0.15 }); // placeholder, no file needed

API

  • decode(id, arrayBuffer), has(id)
  • play(id, { bus, volume, rate, rateJitter, pan, loop }) → Voice
  • synth({ wave, freq, freqEnd, attack, decay, volume, bus }) → Voice (wave: any OscillatorType or "noise")
  • voice.stop(fadeSeconds?)
  • stream(url, { bus, volume, loop }) → Stream: a long track played from an <audio> element, with pause(), resume(), volume(value, fadeSeconds?) and stop(fadeSeconds?). A track the browser blocks starts on the next gesture. stop() is final; before 0.31.1, resume() after stop(fade) restarted a track that was about to be unloaded.
  • bus("sfx" | "music") → GainNode, to plug in other audio such as plonk
  • volume("sfx" | "music" | "master", value), unlocked, ctx (the underlying AudioContext)

版本与发布记录

@debuffjp/audio 共发布 57 个版本,首次发布于 2026/10/16;过去 12 个月发布了 57 个版本。最新版本附带 npm provenance 构建来源证明,可追溯到公开的 CI 构建记录。

版本发布日期距今
0.33.0latest2026/11/11今天
0.32.02026/11/074 天前
0.31.12026/11/065 天前
0.31.02026/11/065 天前
0.30.02026/11/056 天前
0.29.22026/11/056 天前

关于 @debuffjp/audio 的常见问题

@debuffjp/audio 是什么?

Web Audio facade with buses, autoplay unlock and a tiny synth for debuff

如何安装 @debuffjp/audio?

在项目目录运行 npm install @debuffjp/audio,或使用 pnpm add / yarn add / bun add。

@debuffjp/audio 支持 TypeScript 吗?

支持。包内自带 TypeScript 类型声明(package.json 声明了 types 入口),安装后即可获得类型提示,无需再安装 @types 包。

@debuffjp/audio 支持 ESM 还是 CommonJS?

以 ES Module 形式发布,推荐使用 import 引入。在 CommonJS 项目中,Node.js 20.19+ / 22.12+ 可以直接 require() 不含顶层 await 的 ES Module,更早的版本需要改用动态 import()。

@debuffjp/audio 可以商用吗?

@debuffjp/audio 使用 MIT 许可。宽松许可:允许商业使用、修改和再分发,通常只需在分发时保留原版权与许可声明。以上为概括,不构成法律意见,请以许可原文为准。

@debuffjp/audio 的下载量有多少?

根据 npm 官方下载统计,@debuffjp/audio 在 2026/10/12 – 2026/11/10 这 30 天内被下载 9,169 次,日均约 306 次。下载量会把 CI 构建、镜像同步和作为其他包依赖的安装一并计入,适合横向比较热度,不能直接等同于使用人数。

@debuffjp/audio 还在维护吗?

最新版本 0.33.0 发布于 2026/11/11(今天);至今共发布 57 个版本,其中过去 12 个月发布了 57 个;首次发布于 2026/10/16。发布频率只是参考信号:功能稳定的工具可能很少需要更新,建议结合源码仓库的 issue 和提交记录判断。