Difference Between Howler and Howl in howler.js

This article explains the key differences between the global Howler object and individual Howl objects within the howler.js JavaScript audio library. While both are essential components of the library, they serve distinct purposes: Howler acts as the global controller for your application’s entire audio environment, whereas Howl instances represent and control individual sound files or audio sprites.

The Global Howler Object

The Howler object is a global controller that is automatically instantiated when you load the howler.js library. It is a singleton, meaning there is only ever one instance of it in your application.

The primary purpose of Howler is to configure global audio states and query the capabilities of the user’s browser. When you call a method on the Howler object, it affects every sound currently playing or loaded in your application.

Key Features of the Howler Object:


The Howl Object

A Howl object is a constructor used to create individual sound instances. Every time you want to load and play a new audio file or a group of audio sprites, you must instantiate a new Howl object using the new keyword.

Each Howl instance manages its own state, source files, playback controls, and properties independently of other sounds.

Key Features of a Howl Object:


Key Differences at a Glance

Feature Howler Object Howl Object
Type Global Singleton Constructor / Class Instance
Creation Created automatically by the library Created manually using new Howl({ ... })
Scope Global (affects all sounds) Local (affects only that specific sound)
Primary Use Global volume, global muting, codec checks Playing, pausing, looping, and panning specific audio files
Example Method Howler.mute(true) mySound.play()