audiospritler
Version:
Concat small audio files into single file and export in many formats for use with Howler.js.
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Markdown
[](http://travis-ci.org/keesinggames/audiospritler)
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](https://github.com/goldfire/howler.js).
The original of this awesome tool was made by tonistiigi (https://github.com/tonistiigi) this is an adjusted (and updated) version to be used for [Howler.js](https://github.com/goldfire/howler.js)
###Installation
```
npm install -g audiospritler
```
#### Hints for Windows users
- You need to install [Node.js](https://www.nodejs.org/)
- Use [Git Bash](http://git-scm.com/download/win) instead of Command Line or Powershell
- Download [ffmpeg](http://ffmpeg.zeranoe.com/builds/) 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.
```
> audiospritler --help
info: Usage: audiospritler [options] file1.mp3 file2.mp3 *.wav
info: Options:
--output, -o Name for the output file. [default: "output"]
--export, -e Limit exported file types. Comma separated extension list. [default: ""]
--log, -l Log level (debug, info, notice, warning, error). [default: "info"]
--autoplay, -a Autoplay sprite name [default: null]
--silence, -s Add special "silence" track with specified duration. [default: 0]
--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: ""]
--help, -h Show this help message.
> audiospritler --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
{
"urls": [
"mygameaudio.caf",
"mygameaudio.ac3",
"mygameaudio.mp3",
"mygameaudio.m4a",
"mygameaudio.ogg"
],
"sprite": {
"bg_loop": [
0, 3750, true
],
"click": [
5000, 5300
]
}
}
```
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.
Generated JSON file can be passed straight into `Howl` constructor. Check out Howler.js documentation/demos for more info.