HackerReposA FIELD GUIDE TO OPEN SOURCE
ProSponsor the shelf♧ 0
← Back to top all-time
jussi-kalliokoski
audiolib.js
JavaScript2011–2012
jussi-kalliokoski / audiolib.js

audiolib.js

audiolib.js is a powerful audio tools library for javascript.

2Distinct people
3Mentions
0Explicit recommenders
672GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

audiolib.js is a powerful audio tools library for javascript.

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 5:04:57 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by month3 dated mentions

Observed mentions: 2011-12-04 18:34:22 UTC to 2012-09-24 21:18:00 UTC.

012011-12-01 00:00:00 UTC to 2012-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsDec 20112012-01-01 00:00:00 UTC to 2012-02-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2012-02-01 00:00:00 UTC to 2012-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2012-03-01 00:00:00 UTC to 2012-04-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2012-04-01 00:00:00 UTC to 2012-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsApr 20122012-05-01 00:00:00 UTC to 2012-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2012-06-01 00:00:00 UTC to 2012-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2012-07-01 00:00:00 UTC to 2012-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2012-08-01 00:00:00 UTC to 2012-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2012-09-01 00:00:00 UTC to 2012-10-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsSep 2012

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Dec 20112011-12-01 00:00:00 UTC2012-01-01 00:00:00 UTC101
Jan 20122012-01-01 00:00:00 UTC2012-02-01 00:00:00 UTC000
Feb 20122012-02-01 00:00:00 UTC2012-03-01 00:00:00 UTC000
Mar 20122012-03-01 00:00:00 UTC2012-04-01 00:00:00 UTC101
Apr 20122012-04-01 00:00:00 UTC2012-05-01 00:00:00 UTC000
May 20122012-05-01 00:00:00 UTC2012-06-01 00:00:00 UTC000
Jun 20122012-06-01 00:00:00 UTC2012-07-01 00:00:00 UTC000
Jul 20122012-07-01 00:00:00 UTC2012-08-01 00:00:00 UTC000
Aug 20122012-08-01 00:00:00 UTC2012-09-01 00:00:00 UTC000
Sep 20122012-09-01 00:00:00 UTC2012-10-01 00:00:00 UTC101

What Hacker News says

3 sources
> There is, as far as I can tell, no way which you can cause a sound to play (programmatically) I suggest you give my audiolib.js ( https://github.com/jussi-kalliokoski/audiolib.js ) and sink.js ( https://github.com/jussi-kalliokoski/sink.js ) a shot, they're designed to abstract away the differences between the "competing" Audio APIs, allowing you programmatic access to as deep as the sample level and providing abstractions such as filters, reverbs, delays, etc. For browsers with no Advanced Audio API, there's an inferior fallback using the <audio> elements. > On the other hand, there are platforms like Java or Flash (or Unity, so I've heard), where you can write once and expect it to work identically everywhere (even on out of date browsers). That must be nice. I've heard good things about Unity, and it seems to be a great toolkit for g
Read the rest
ame development. However, write once, works everywhere is a pipedream, really. Even for something as simple as a document website, taking all the possible input methods and screen resolutions, etc. into account is hard work. This is where the mentioned technologies fall short and the web stack shines. If you really need to care about that, it's up to you. I agree with your sentiments about the B and C to great extent. Also the performance of imagedata is absurdly bad. The interpolation issue is, well... I think I'll write another blog post soon, about how ZOH interpolation may sometimes be the best quality option.
In HTML5 as a gaming platform
We wrote a little game that should help with pitch recognition. Uses Couch for storing high scores, Redis for cache and Tornado for the server. Makes use of Audiolib.js (https://github.com/jussi-kalliokoski/audiolib.js/) for audio that works in FF/Chrome. Bit weird in FF though, but at least it plays. I did most of the JS and my friend did most of the backend. We were sorta on deadline, so the design isn't quite what I would call perfect (ha) and my JS is super-messy in places. Also, there are bits where I inexplicably use jQuery for stuff I had been doing without a framework and other weird inconsistencies like that, but hey, it works. Anyway, let me know what you think! Thanks.
In Show HN: A friend and my CMU Webapps final project

MAKE YOURSELF AT HOME

A few shortcuts

/
Search the collection
?
Open this guide
Esc
Close dialogs and navigation

Your saved repositories and interests stay in this browser.