vue-use-sound
This library is a Vue version of the useSound React hook by joshwcomeau.
- ? Lets your website communicate using 2 human senses instead of 1
- ? Best used with Vue Composition API
- ⚡️ <1kb bytes (gzip) in your bundle! ~10kb loaded async.
- ✨ Built with TypeScript
- ? Uses a powerful, battle-tested audio utility: Howler.js
Installation
Package can be added using yarn:
yarn add vue-use-sound
Or, use NPM:
yarn add vue-use-sound
Examples
Play a sound on click
This is the most basic example of how fast you can implement sounds in your app using vue-use-sound.
<template>
<button @click="play">Play a sound</button>
</template>
<script>
import useSound from 'vue-use-sound'
import buttonSfx from '../assets/button.mp3'
export default {
setup() {
const [play] = useSound(buttonSfx)
return {
play,
}
},
}
</script>
Playing on hover
This example is shown in the demo.
Increase pitch on every click
This example is shown in the demo.
Usage Notes
No sounds immediately after load
For the user's sake, browsers don't allow websites to produce sound until the user has interacted with them (eg. by clicking on something). No sound will be produced until the user clicks, taps, or triggers something.
useSound
takes advantage of this: because we know that sounds won't be needed immediately on-load, we can lazy-load a third-party dependency.
useSound
will add about 1kb gzip to your bundle, and will asynchronously fetch an additional package after load, which clocks in around 9kb gzip.
If the user does happen to click with something that makes noise before this dependency has been loaded and fetched, it will be a no-op (everything will still work, but no sound effect will play). In my experience this is exceedingly rare.
Reactive configuration
Consider the following snippet of code:
const playbackRate = ref(0.75)
const [play] = useSound('/path/to/sound', { playbackRate })
playbackRate
doesn't just serve as an initial value for the sound effect. If playbackRate
changes, the sound will immediately begin playing at a new rate. This is true for all options passed to the useSound
hook.
API Documentation
The useSound
hook takes two arguments:
- A URL to the sound that it wil load
- A config object (
HookOptions
)
It produces an array with two values:
- A function you can call to trigger the sound
- An object with additional data and controls (
ExposedData
)
When calling the function to play the sound, you can pass it a set of options (PlayOptions
).
Let's go through each of these in turn.
HookOptions
When calling useSound
, you can pass it a variety of options:
Name | Value |
---|---|
volume | number |
playbackRate | number |
interrupt | boolean |
soundEnabled | boolean |
sprite | SpriteMap |
[delegated] | — |
volume
is a number from0
to1
, where1
is full volume and0
is comletely muted.playbackRate
is a number from0.5
to4
. It can be used to slow down or speed up the sample. Like a turntable, changes to speed also affect pitch.interrupt
specifies whether or not the sound should be able to "overlap" if theplay
function is called again before the sound has ended.soundEnabled
allows you to pass a value (typically from context or redux or something) to mute all sounds. Note that this can be overridden in thePlayOptions
, see belowsprite
allows you to use a singleuseSound
hook for multiple sound effects. See “Sprites” below.
[delegated]
refers to the fact that any additional argument you pass in HookOptions
will be forwarded to the Howl
constructor. See "Escape hatches" below for more information.
The play
function
When calling the hook, you get back a play function as the first item in the tuple:
const [play] = useSound('/meow.mp3')
// ^ What we're talking about
You can call this function without any arguments when you want to trigger the sound. You can also call it with a PlayOptions
object:
Name | Value |
---|---|
id | string |
forceSoundEnabled | boolean |
playbackRate | number |
id
is used for sprite identification. See “Sprites” below.forceSoundEnabled
allows you to override thesoundEnabled
boolean passed toHookOptions
. You generally never want to do this. The only exception I've found: triggering a sound on the "Mute" button.playbackRate
is another way you can set a new playback rate, same as inHookOptions
. In general you should prefer to do it throughHookOptions
, this is an escape hatch.
ExposedData
The hook produces a tuple with 2 options, the play function and an ExposedData
object:
const [play, exposedData] = useSound('/meow.mp3')
// ^ What we're talking about
Name | Value |
---|---|
stop | function ((id?: string) => void) |
pause | function ((id?: string) => void) |
isPlaying | boolean |
duration | number (or null) |
sound | Howl (or null) |
stop
is a function you can use to pre-emptively halt the sound.pause
is likestop
, except it can be resumed from the same point. Unless you know you'll want to resume, you should usestop
;pause
hogs resources, since it expects to be resumed at some point.isPlaying
lets you know whether this sound is currently playing or not. When the sound reaches the end, or it's interrupted withstop
orpaused
, this value will flip back tofalse
. You can use this to show some UI only while the sound is playing.duration
is the length of the sample, in milliseconds. It will benull
until the sample has been loaded. Note that for sprites, it's the length of the entire file.sound
is an escape hatch. It grants you access to the underlyingHowl
instance. See the Howler documentation to learn more about how to use it. Note that this will benull
for the first few moments after the component mounts.
Advanced
Sprites
An audio sprite is a single audio file that holds multiple samples. Instead of loading many individual sounds, you can load a single file and slice it up into multiple sections which can be triggered independently.
There can be a performance benefit to this, since it's less parallel network requests, but it can also be worth doing this if a single component needs multiple samples. See the Drum Machine component for an example.
For sprites, we'll need to define a SpriteMap
. It looks like this:
const spriteMap = {
laser: [0, 300],
explosion: [1000, 300],
meow: [2000, 75],
}
SpriteMap
is an object. The keys are the id
s for individual sounds. The value is a tuple (array of fixed length) with 2 items:
- The starting time of the sample, in milliseconds, counted from the very beginning of the sample
- The length of the sample, in milliseconds.
This visualization might make it clearer:
We can pass our SpriteMap as one of our HookOptions:
const [play] = useSound('/path/to/sprite.mp3', {
sprite: {
laser: [0, 300],
explosion: [1000, 300],
meow: [2000, 75],
},
})
To play a specific sprite, we'll pass its id
when calling the play
function:
<button
@click="play({id: 'laser'})"
>
Escape hatches
Howler is a very powerful library, and we've only exposed a tiny slice of what it can do in useSound
. We expose two escape hatches to give you more control.
First, any unrecognized option you pass to HookOptions
will be delegated to Howl
. You can see the full list of options in the Howler docs. Here's an example of how we can use onend
to fire a function when our sound stops playing:
const [play] = useSound('/thing.mp3', {
onend: () => {
console.info('Sound ended!')
},
})
If you need more control, you should be able to use the sound
object directly, which is an instance of Howler.
For example: Howler exposes a fade
method, which lets you fade a sound in or out. You can call this method directly on the sound
object:
<template>
<button
@click={sound.fade(0, 1, 1000)}
>
Click to win
</button>
</template>
<script>
import useSound from 'vue-use-sound'
export default {
setup() {
const [play, { sound }] = useSound('/win-theme.mp3')
return {
sound
}
}
}
</script>