This node.js
project is a sound mixer for node desktop apps providing control over volume for each render/capture device (I/O devices) and for each audio session in an audio device separately.
The native c++
code is provided in cppsrc/
and compiled using node-addon-api
postinstall scripts will automatically build bin files
This is a Node js package available through npm registry.
pulseaudio
server (already installed on most user-friendly distros)> npm install native-sound-mixer
or using yarn :
> yarn add native-sound-mixer
SoundMixer: factory, default export
Device: Represents a physical/virtual device with channels and volume controls
readonly
read-write
read-write
read-write
AudioSession: Represents an app-linked audio channel with volume controls
read-write
read-write
read-write
readonly
devices
found by the system.import SoundMixer, {Device} from "native-sound-mixer";
const devices: Device[] = SoundMixer.devices;
DeviceType
, if none found returns undefined.import SoundMixer, {Device, DeviceType} from "native-sound-mixer";
const device: Device | undefined = SoundMixer.getDefaultDevice(DeviceType.RENDER);
class Device {
private constructor(); // Device instantiation is disallowed
public volume: VolumeScalar;
public mute: boolean;
public readonly name: string;
public readonly type: DeviceType;
public readonly sessions: AudioSession[];
}
AudioSessions
linked to the Device
.// import ...
let device: Device;
// set device to any valid Device object.
const sessions: AudioSession[] = device.sessions;
mute
value for the device.// import ...
// retrieving the mute flag
const mute: boolean = device.mute;
// toggling mute
device.mute = !mute;
volume scalar
for the device.// import ...
// retrieving the volume
const volume: VolumeScalar = device.volume;
// adding 10% to volume
device.volume += .1;
volume balance
for the device.// import ...
// retrieving the volume
const balance: VolumeBalance = device.balance;
// sets right VolumeScalar to 1 and left VolumeScalar to .5
// by default, left and right are equal to the VolumeScalar of the device
device.balance = {right: 1, left: .5};
// class declaration
class AudioSession {
private constructor(); // AudioSession instantiation is disallowed
public volume: VolumeScalar;
public mute: boolean;
public readonly name: string;
public readonly appName: string;
}
AudioSession
.// import ...
let session: AudioSession;
// set session to a valid session object
const mute: boolean = session.mute;
// toggling mute
session.mute = !mute;
VolumeScalar
for the AudioSession
.// import ...
let session: AudioSession;
// set session to a valid session object
const volume: VolumeScalar = session.volume;
// adding 10% to volume
session.volume += .1;
volume balance
for the session.// import ...
// retrieving the volume
let session: AudioSession;
const balance: VolumeBalance = session.balance;
// sets right VolumeScalar to 1 and left VolumeScalar to .5
// by default, left and right are equal to the VolumeScalar of the session
session.balance = {right: 1, left: .5};
AudioSessionState
for the session.// import ...
// retrieving the state
let session: AudioSession;
const state: AudioSessionState = session.state;
if (state === AudioSessionState.ACTIVE) {
// do something...
}
a clamped float betwen 0 and 1 representing the power of the volume, 1 is max power and 0 is no output.
a structure representing the stereo balance for a device and an audio session
interface VolumeBalance {
right: Number; // float
left: Number; // float
stereo: Boolean; // only for Device::balance
}
import {AudioSessionState} from "native-sound-mixer";
AudioSessionState.INACTIVE; // session is incative but valid
AudioSessionState.ACTIVE; // session is active
AudioSessionState.EXPIRED; // session no longer exists or is no longer available
import {DeviceType} from "native-sound-mixer";
DeviceType.RENDER; // device type is output
DeviceType.CAPTURE; // device type is input
DeviceType.ALL; // device type is both input and output
See CONTRIBUTING.md
This project is under MIT license
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