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:
- Global Volume Control: You can mute, unmute, or
adjust the volume of all sounds simultaneously using
Howler.volume()orHowler.mute(). - Global Unloading: To clean up memory,
Howler.unload()stops and unloads all currently activeHowlinstances. - Audio Context Access: It provides direct access to
the underlying Web Audio API
AudioContextviaHowler.ctx. - Codec Support Detection: It allows you to check if
the browser supports specific audio formats using
Howler.codecs('mp3').
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:
- Individual Playback Control: You can play, pause,
stop, seek, and loop a specific audio file using methods like
sound.play(),sound.pause(), andsound.seek(). - Local Properties: You can set the volume, rate (pitch/speed), and stereo panning for that specific sound instance without affecting other audio.
- Audio Sprites:
Howlallows you to define segments of a single audio file (sprites) to play specific sound effects from a single sprite sheet. - Event Listeners: You can bind events directly to a
sound instance, such as triggers for when the sound finishes playing
(
onend), loads (onload), or encounters an error (onloaderror).
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() |