How to Change Sprite Volume in Howler.js
This article explains how to change the volume of a specific audio sprite in Howler.js. You will learn how to target an individual sprite during playback using its unique sound ID and adjust its volume dynamically without affecting other sounds.
In Howler.js, you cannot set a volume directly on the sprite
definition inside the configuration object. Instead, you control the
volume of a specific sprite by capturing the unique sound ID returned
when the sprite is played, and then passing that ID to the
volume() method.
Step 1: Define Your Howl Instance with Sprites
First, instantiate your Howl object and define your
audio sprites. Each sprite is defined by its start time and duration in
milliseconds.
const sound = new Howl({
src: ['sounds.mp3'],
sprite: {
blast: [0, 1000],
laser: [2000, 1000]
}
});Step 2: Play the Sprite and Capture the Sound ID
When you call the .play() method with the name of your
sprite, Howler.js returns a unique integer known as the
soundId. You must store this ID in a variable to modify
this specific playback instance later.
// Play the 'blast' sprite and save its unique ID
const blastId = sound.play('blast');Step 3: Change the Volume Using the Sound ID
To change the volume of that specific active sprite, call the
.volume() method on your Howl instance. Pass
the desired volume level (a float between 0.0 and
1.0) as the first argument, and the captured
soundId as the second argument.
// Change the volume of the 'blast' sprite to 50%
sound.volume(0.5, blastId);By passing the blastId, Howler.js lowers the volume of
only that specific playback instance. If you have other sprites playing
simultaneously, such as the laser sprite, their volumes
will remain unchanged.