# Rust Web Audio API [![crates.io](https://img.shields.io/crates/v/web-audio-api.svg)](https://crates.io/crates/web-audio-api) [![docs.rs](https://img.shields.io/docsrs/web-audio-api)](https://docs.rs/web-audio-api) A pure Rust implementation of the Web Audio API, for use in non-browser contexts ## About the Web Audio API The [Web Audio API](https://www.w3.org/TR/webaudio/) ([MDN docs](https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API)) provides a powerful and versatile system for controlling audio on the Web, allowing developers to choose audio sources, add effects to audio, create audio visualizations, apply spatial effects (such as panning) and much more. Our Rust implementation decouples the Web Audio API from the Web. You can now use it in desktop apps, command line utilities, headless execution, etc. ## Example usage ```rust,no_run use web_audio_api::context::{AudioContext, BaseAudioContext}; use web_audio_api::node::{AudioNode, AudioScheduledSourceNode}; // set up the audio context with optimized settings for your hardware let context = AudioContext::default(); // for background music, read from local file let file = std::fs::File::open("samples/major-scale.ogg").unwrap(); let buffer = context.decode_audio_data_sync(file).unwrap(); // setup an AudioBufferSourceNode let mut src = context.create_buffer_source(); src.set_buffer(buffer); src.set_loop(true); // create a biquad filter let biquad = context.create_biquad_filter(); biquad.frequency().set_value(125.); // connect the audio nodes src.connect(&biquad); biquad.connect(&context.destination()); // play the buffer src.start(); // enjoy listening std::thread::sleep(std::time::Duration::from_secs(4)); ``` Check out the [docs](https://docs.rs/web-audio-api) for more info. ## Spec compliance We have tried to stick to the official W3C spec as close as possible, but some deviations could not be avoided: - naming: snake_case instead of CamelCase - getters/setters methods instead of exposed attributes - introduced some namespacing - inheritance is modelled with traits ## Bindings We provide NodeJS bindings to this library over at so you can use this library by simply writing native NodeJS code. This enables us to run the official [WebAudioAPI test harness](https://github.com/web-platform-tests/wpt/tree/master/webaudio) and [track our spec compliance score](https://github.com/ircam-ismm/node-web-audio-api/issues/57). ## Audio backends By default, the [`cpal`](https://github.com/rustaudio/cpal) library is used for cross platform audio I/O. We offer [experimental support](https://github.com/orottier/web-audio-api-rs/issues/187) for the [`cubeb`](https://github.com/mozilla/cubeb-rs) backend via the `cubeb` feature flag. Please note that `cmake` must be installed locally in order to run `cubeb`. | Feature flag | Backends | | -------------- | -------------------------------------------------------------- | | cpal (default) | ALSA, WASAPI, CoreAudio, Oboe (Android) | | cpal-jack | JACK | | cpal-asio | ASIO see | | cubeb | PulseAudio, AudioUnit, WASAPI, OpenSL, AAudio, sndio, Sun, OSS | ### Notes for Linux users Using the library on Linux with the ALSA backend might lead to unexpected cranky sound with the default render size (i.e. 128 frames). In such cases, a simple workaround is to pass the `AudioContextLatencyCategory::Playback` latency hint when creating the audio context, which will increase the render size to 1024 frames: ```rs let audio_context = AudioContext::new(AudioContextOptions { latency_hint: AudioContextLatencyCategory::Playback, ..AudioContextOptions::default() }); ``` For real-time and interactive applications where low latency is crucial, you should instead rely on the JACK backend provided by `cpal`. To that end you will need a running JACK server and build your application with the `cpal-jack` feature, e.g. `cargo run --release --features "cpal-jack" --example microphone`. ### Targeting the browser We can go full circle and pipe the Rust WebAudio output back into the browser via `cpal`'s `wasm-bindgen` backend. Check out [an example WASM project](https://github.com/orottier/wasm-web-audio-rs). Warning: experimental! ## Contributing web-audio-api-rs welcomes contribution from everyone in the form of suggestions, bug reports, pull requests, and feedback. 💛 If you need ideas for contribution, there are several ways to get started: - Try out some of our examples (located in the `examples/` directory) and start building your own audio graphs - Found a bug or have a feature request? [Submit an issue](https://github.com/orottier/web-audio-api-rs/issues/new)! - Issues labeled with [good first issue](https://github.com/orottier/web-audio-api-rs/issues?q=is%3Aissue+is%3Aopen+sort%3Aupdated-desc+label%3A%22good+first+issue%22) are relatively easy starter issues. Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in web-audio-api-rs by you, shall be licensed as MIT, without any additional terms or conditions. ## License This project is licensed under the [MIT license]. [mit license]: https://github.com/orottier/web-audio-api-rs/blob/main/LICENSE ## Acknowledgements The IR files used for HRTF spatialization are part of the LISTEN database created by the EAC team from Ircam.