Skip to main content
Placeholder cover for the soundscape implementation post.

Soundscapes for Web Games: A Pluggable Howler Implementation - Part 2

Part 2 of 2. Part 1 covers what a soundscape is and the three knobs that buy the most realism.

Part 1 made the case for the layer. This post is the code. One engine-agnostic class, a small Bus Adapter contract, three host bindings. That’s it.

The engine itself is about 150 lines. I keep expecting it to be more, and it keeps not being. What varies between projects is the bus underneath it and the lifecycle binding above it. Both end up smaller than you would guess.

Why Howler

You could go straight to AudioContext and hand-roll everything. I’ve done it. I don’t recommend it.

For ambience work, Howler 🔗 is the right tradeoff: cross-browser autoplay handling, per-instance volume / pan / rate / fade, sprite support if you want it, around 7KB gzipped. It wraps Web Audio, so you keep the graph. You just stop writing the boilerplate.

Everything below assumes Howler. The Bus Adapter contract is the seam, though, so swap in raw Web Audio later and the engine does not change.

That’s the point.

Step 1: Define the sample shape

Before any code runs, you need a way to describe a soundscape. One bed, N emitters, each emitter with a sample pool and randomization ranges.

export type Range = [min: number, max: number];

export interface EmitterDef {
  samples: string[];
  intervalMs: Range;
  volume: Range;
  pan: Range;
  rate: Range;
}

export interface SoundscapeDef {
  bed: { sample: string; volume: number; fadeInMs?: number };
  emitters: EmitterDef[];
  maxConcurrentEmitterInstances?: number;
}

A concrete one, for a forest scene:

export const FOREST: SoundscapeDef = {
  bed: { sample: "forest-bed", volume: 0.6, fadeInMs: 800 },
  emitters: [
    {
      samples: ["bird-1", "bird-2", "bird-3", "bird-4"],
      intervalMs: [2000, 6000],
      volume: [0.4, 0.8],
      pan: [-0.6, 0.6],
      rate: [0.95, 1.05],
    },
    {
      samples: ["branch-creak-1", "branch-creak-2"],
      intervalMs: [8000, 20000],
      volume: [0.3, 0.6],
      pan: [-0.4, 0.4],
      rate: [0.98, 1.02],
    },
  ],
  maxConcurrentEmitterInstances: 4,
};

The bird pool has four samples and a tighter interval. The branch creaks have two and fire rarely. This is the whole tuning surface. You can iterate a scene’s feel without touching code, which is exactly the property you want when a sound designer is sitting next to you.

Step 2: The bus adapter contract

The core engine never calls Howler directly. It calls into a Bus Adapter, which is what makes the engine pluggable.

export interface BusAdapter {
  playBed(
    name: string,
    opts: { volume: number; fadeInMs?: number },
  ): number | null;

  playEmitter(
    name: string,
    opts: {
      volume: number;
      pan: number;
      rate: number;
      onEnd?: () => void;
    },
  ): number | null;

  stopBed(id: number, fadeOutMs?: number): void;
  stopAll(): void;

  duck(): void;
  unduck(): void;
}

Six functions. Anything that satisfies this shape can host the engine.

I know what you’re thinking. Six functions is suspiciously small for something called a mixer. It is, and that’s fine. Want a single ambience bus with a global duck multiplier ? Implement it that way. Want a full master/music/ambience/sfx mixer ? Implement duck() as a category gain change. The engine does not care.

The seam is the whole game.

Step 3: A minimal single-bus Howler adapter

The simplest adapter: one ambience gain, a duck multiplier, and a map of preloaded Howls keyed by name.

import { Howl } from "howler";

const AMBIENCE_BASE_VOLUME = 1.0;
const DUCK_MULTIPLIER = 0.25;
const DUCK_FADE_MS = 300;

export function createSingleBusAdapter(
  samples: Record<string, string>,
): BusAdapter {
  const howls = new Map<string, Howl>();
  for (const [name, src] of Object.entries(samples)) {
    howls.set(name, new Howl({ src: [src], preload: true }));
  }

  let ambienceMultiplier = 1.0;
  const liveBeds = new Set<{ howl: Howl; id: number; baseVolume: number }>();
  const liveEmitters = new Set<{ howl: Howl; id: number }>();

  function effectiveVolume(base: number) {
    return base * AMBIENCE_BASE_VOLUME * ambienceMultiplier;
  }

  return {
    playBed(name, { volume, fadeInMs }) {
      const howl = howls.get(name);
      if (!howl) return null;
      const id = howl.play();
      howl.loop(true, id);
      const target = effectiveVolume(volume);
      if (fadeInMs) {
        howl.volume(0, id);
        howl.fade(0, target, fadeInMs, id);
      } else {
        howl.volume(target, id);
      }
      liveBeds.add({ howl, id, baseVolume: volume });
      return id;
    },

    playEmitter(name, { volume, pan, rate, onEnd }) {
      const howl = howls.get(name);
      if (!howl) return null;
      const id = howl.play();
      howl.volume(effectiveVolume(volume), id);
      howl.stereo(pan, id);
      howl.rate(rate, id);
      const entry = { howl, id };
      liveEmitters.add(entry);
      howl.once(
        "end",
        () => {
          liveEmitters.delete(entry);
          onEnd?.();
        },
        id,
      );
      return id;
    },

    stopBed(id, fadeOutMs = 500) {
      for (const entry of liveBeds) {
        if (entry.id !== id) continue;
        entry.howl.once("fade", () => entry.howl.stop(id), id);
        entry.howl.fade(entry.howl.volume(id) as number, 0, fadeOutMs, id);
        liveBeds.delete(entry);
        return;
      }
    },

    stopAll() {
      for (const { howl, id } of liveBeds) howl.stop(id);
      for (const { howl, id } of liveEmitters) howl.stop(id);
      liveBeds.clear();
      liveEmitters.clear();
    },

    duck() {
      ambienceMultiplier = DUCK_MULTIPLIER;
      for (const { howl, id, baseVolume } of liveBeds) {
        howl.fade(
          howl.volume(id) as number,
          effectiveVolume(baseVolume),
          DUCK_FADE_MS,
          id,
        );
      }
    },

    unduck() {
      ambienceMultiplier = 1.0;
      for (const { howl, id, baseVolume } of liveBeds) {
        howl.fade(
          howl.volume(id) as number,
          effectiveVolume(baseVolume),
          DUCK_FADE_MS,
          id,
        );
      }
    },
  };
}

This is the “duck the ambience while voice-over plays” adapter. Good for 80% of projects. The multi-bus version is the same shape with one more layer of multiplication (see the table at the end).

Simplicity is king.

Step 4: The core Soundscape class

Now the engine. Given a SoundscapeDef and a BusAdapter, it owns the bed instance, the emitter timers, and the live emitter count. It does not know what Howler is. It does not know what React is. It does not know anything.

function pickInRange([min, max]: Range) {
  return min + Math.random() * (max - min);
}

function pickSampleExcluding(samples: string[], last: string | null) {
  if (samples.length === 1) return samples[0];
  let next = samples[Math.floor(Math.random() * samples.length)];
  while (next === last) {
    next = samples[Math.floor(Math.random() * samples.length)];
  }
  return next;
}

export class Soundscape {
  private bedId: number | null = null;
  private timers = new Set<ReturnType<typeof setTimeout>>();
  private liveEmitters = 0;
  private lastPicked = new Map<EmitterDef, string>();
  private disposed = false;

  constructor(
    private readonly id: string,
    private readonly def: SoundscapeDef,
    private readonly bus: BusAdapter,
  ) {}

  start() {
    if (this.disposed) return;
    this.bedId = this.bus.playBed(this.def.bed.sample, {
      volume: this.def.bed.volume,
      fadeInMs: this.def.bed.fadeInMs ?? 500,
    });
    for (const emitter of this.def.emitters) {
      this.scheduleNext(emitter);
    }
  }

  private scheduleNext(emitter: EmitterDef) {
    if (this.disposed) return;
    const delay = pickInRange(emitter.intervalMs);
    const timer = setTimeout(() => {
      this.timers.delete(timer);
      this.fireEmitter(emitter);
    }, delay);
    this.timers.add(timer);
  }

  private fireEmitter(emitter: EmitterDef) {
    if (this.disposed) return;
    const cap = this.def.maxConcurrentEmitterInstances ?? 4;
    if (this.liveEmitters >= cap) {
      this.scheduleNext(emitter);
      return;
    }
    const last = this.lastPicked.get(emitter) ?? null;
    const sample = pickSampleExcluding(emitter.samples, last);
    this.lastPicked.set(emitter, sample);

    this.liveEmitters++;
    this.bus.playEmitter(sample, {
      volume: pickInRange(emitter.volume),
      pan: pickInRange(emitter.pan),
      rate: pickInRange(emitter.rate),
      onEnd: () => {
        this.liveEmitters = Math.max(0, this.liveEmitters - 1);
      },
    });
    this.scheduleNext(emitter);
  }

  dispose() {
    if (this.disposed) return;
    this.disposed = true;
    for (const t of this.timers) clearTimeout(t);
    this.timers.clear();
    if (this.bedId !== null) this.bus.stopBed(this.bedId, 500);
    this.bus.stopAll();
  }
}

That is the whole engine. The scheduleNext → fireEmitter → scheduleNext recursion is the only nontrivial bit, and the disposed flag is what keeps it reentrant when a host (looking at you, React StrictMode) tears it down and rebuilds it in the same tick.

Step 5: Wiring it into a host

Same engine, three different lifecycle bindings.

React (DOM-hosted Phaser or plain React UI)

import { useEffect } from "react";
import { Soundscape, type SoundscapeDef } from "#audio/Soundscape";
import { bus } from "#audio/bus";

export function SoundscapeRunner({
  sceneId,
  def,
}: {
  sceneId: string;
  def: SoundscapeDef;
}) {
  useEffect(() => {
    const scape = new Soundscape(sceneId, def, bus);
    scape.start();
    return () => scape.dispose();
  }, [sceneId, def]);

  return null;
}

Render it as a sibling to your <Canvas> or Phaser mount. The render tree does not contain audio nodes; the audio engine is just a side effect keyed on sceneId.

r3f (React Three Fiber)

Exactly the same <SoundscapeRunner>. Put it outside <Canvas>:

<>
  <SoundscapeRunner sceneId={current} def={SCENES[current]} />
  <Canvas>{/* your scene */}</Canvas>
</>

The audio engine has no business inside the render loop. r3f does not need to know it exists.

Phaser

No React, no useEffect. Bind to scene events:

export function attachSoundscape(scene: Phaser.Scene, def: SoundscapeDef) {
  const scape = new Soundscape(scene.scene.key, def, bus);
  scene.events.once("create", () => scape.start());
  scene.events.once("shutdown", () => scape.dispose());
  return scape;
}

Call it in your scene’s init() and forget about it. The shutdown hook is what useEffect cleanup was doing in the React case. Same shape, different host.

Imperative three.js (no React)

Own the instance on whatever your singleton is. Critically, start it after your asset loader’s “ready” event, not at construction. First-play has to follow a user gesture or autoplay will mute it.

class World {
  private scape: Soundscape | null = null;

  async load() {
    await this.loader.loadAll();
    // user has clicked "Start" by the time this resolves
    this.scape = new Soundscape("world", FOREST, bus);
    this.scape.start();
  }

  setSoundscape(def: SoundscapeDef) {
    this.scape?.dispose();
    this.scape = new Soundscape("world", def, bus);
    this.scape.start();
  }

  destroy() {
    this.scape?.dispose();
    this.scape = null;
  }
}

setSoundscape is the hot-swap. Dispose the old one, build the new one. The bus is shared, so the duck state survives the swap.

Same engine, three hosts. That’s the payoff.

Bonus: fold Howl loads into your loading bar

For three.js, you already have a LoadingManager driving the loading UI. Howl downloads happen outside it by default, so the bar finishes before audio is ready. Wire them together:

import { Howl } from "howler";

export function registerAudioWithManager(
  src: string,
  manager: THREE.LoadingManager,
) {
  manager.itemStart(src);
  const howl = new Howl({
    src: [src],
    preload: true,
    onload: () => manager.itemEnd(src),
    onloaderror: (_id, err) => {
      console.warn("audio load failed", src, err);
      manager.itemEnd(src);
    },
  });
  return howl;
}

Call this instead of new Howl(...) in your adapter’s preload step and the loading bar will wait for audio. Phaser has the same hook via scene.load.start() and a custom file type, but the loader pattern is identical.

Single-bus vs multi-bus, at a glance

ConcernSingle-bus adapterMulti-bus mixer
BusesOne ambience busmaster / music / ambience / sfx
Volume formulabase × duckMultipliermaster × bus × baseline
Duck implementationMultiplier flips to 0.25setBusVolume("ambience", 0.25, 500)
Per-category muteNot reallysetBusVolume("sfx", 0, 0) and you are done
When it is the answerVoice-over over ambienceMusic + SFX + ambience all need their own knobs

Start single-bus. Promote to multi-bus the day a designer asks for “lower the music but keep SFX at full.” Both satisfy the same BusAdapter contract; the engine does not change.

Where’s the catch?

There is no free lunch, so:

Gotchas

A short list, all of which have bitten me in production.

Track your timers. Always has been.

TL;DR

The engine is one ~150-line class with a single recursion (scheduleNext → fireEmitter → scheduleNext) and a no-repeat sample picker. Above it sits a six-function Bus Adapter; below it sit your Howls.

Pick a single-bus duck-only adapter when voice-over is your main concern. Pick a master/music/ambience/sfx mixer when categories need to move independently. Host it from useEffect in React, from scene.events in Phaser, from a singleton owned by your World in imperative three.js.

Same engine in all three. The variation is the seam on either side.

Stay in touch

Don't miss out on new posts or project updates. Hit me up on X (Twitter) for updates, queries, or some good ol' tech talk.

Follow @zkMake
Zubin's Profile Written by Zubin