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It wraps the Web Audio API with a tiny, event-based API and a rock-solid iOS/Safari unlock.\n\n[![npm](https://img.shields.io/npm/v/clicktone.svg?colorB=brightgreen)](https://www.npmjs.com/package/clicktone)\n[![NPM Downloads](https://img.shields.io/npm/dm/clicktone.svg?style=flat)](https://www.npmjs.com/package/clicktone)\n\n[Demo](https://codepen.io/ux-ui/pen/yLwbmMr)\n\n---\n\n## Features\n\n- Single shared `AudioContext` for every instance (no iOS context-limit issues).\n- Reliable autoplay unlock: eager gesture listeners, synchronous resume, silent priming ping, re-resume on `visibilitychange`.\n- Self-healing on iOS/Safari: detects a \"zombie\" context after tab/app switch or lock-screen and transparently rebuilds it on the next interaction.\n- Automatic format fallback via `canPlayType` (great for Safari, which dislikes OGG/Opus).\n- Shared decode cache, throttling, volume control, loop playback, stop control, and subtle pitch variation.\n- Event-based (`EventTarget`) with a typed `on()` / `once()` API; `play()` also returns a `Promise`.\n\n---\n\n## Installation\n\n```bash\nnpm install clicktone\n```\n\n---\n\n## Quick Start\n\n```ts\nimport { ClickTone } from 'clicktone';\n\nconst button = document.getElementById('clickBtn');\n\nif (!button) {\n  throw new Error('Demo DOM is not ready');\n}\n\nconst sound = new ClickTone({\n  src: new URL('./assets/click.mp3', import.meta.url).href,\n  volume: 0.7,\n  throttle: 100,\n  pitchVariation: 0.08,\n  preload: true,\n});\n\nsound.on('error', (error) => console.error(error));\nbutton.addEventListener('click', () => sound.play());\n```\n\nThe `src` option also accepts DOM elements: an `HTMLSourceElement`, an `HTMLAudioElement` (its child `<source>` elements become the fallback list), or `{ id }` referencing either of those by id.\n\nPass an array to enable automatic format fallback:\n\n```ts\nconst sound = new ClickTone({\n  src: ['./click.aac', './click.ogg', './click.mp3'],\n});\n```\n\n---\n\n## API\n\n- `new ClickTone(options)` — creates a sound instance bound to the shared audio engine.\n- `sound.play(srcOrOptions?)` — starts playback; returns a `Promise` that resolves when playback ends (or when a loop starts).\n- `sound.preload(src?)` — fetches and decodes the buffer ahead of time.\n- `sound.stop()` — stops active playback on this instance.\n- `sound.unlock()` — resumes the shared `AudioContext` inside a user gesture.\n- `sound.destroy()` — stops playback and removes listeners for this instance.\n- `sound.on(type, fn)` / `sound.once(type, fn)` — typed event subscriptions; return an unsubscribe function.\n- `ClickTone.unlock()` — static helper to unlock the shared context from a global gesture handler.\n- `ClickTone.unlocked` — whether the shared context is currently unlocked.\n\n---\n\n## Options\n\n| Option | Type | Default | Description |\n| --- | --- | --- | --- |\n| `src` | `string \\| URL \\| {src,type?} \\| {id} \\| HTMLSourceElement \\| HTMLAudioElement \\| Array<…>` | — | Audio source(s). Pass an array to enable automatic format fallback. |\n| `volume` | `number` | `1` | Playback volume `0`–`1`. |\n| `muted` | `boolean` | `false` | Start muted. Toggle later via `setMuted()` / `toggleMuted()`. |\n| `throttle` | `number` | `0` | Debounce interval in ms. Requests arriving sooner are ignored. |\n| `pitchVariation` | `number` | `0` | `0`–`1`. Random playback-rate jitter so repeated clicks don't sound identical. |\n| `preload` | `boolean` | `false` | Fetch and decode the buffer on construction. |\n| `loop` | `boolean` | `false` | Keep playback running until `stop()` is called. |\n| `replay` | `'overlap' \\| 'interrupt' \\| 'ignore-if-playing' \\| 'restart'` | `'overlap'` | Behavior when `play()` is called while this instance is already playing. |\n| `debug` | `boolean` | `false` | Log internal errors to the console (in addition to the `error` event). |\n\n---\n\n## Events\n\n`ClickTone` extends `EventTarget`. Subscribe with the typed `on()` / `once()` helpers or with native `addEventListener`.\n\n| Event | Detail | Fired when |\n| --- | --- | --- |\n| `play` | — | A buffer source has started. |\n| `end` | — | Playback finished naturally. |\n| `stop` | — | Active playback was stopped explicitly. |\n| `unlock` | — | The shared `AudioContext` became playable. |\n| `load` | `AudioBuffer` | A source was fetched and decoded. |\n| `error` | `Error` | Loading, decoding, or playback failed. |\n\n```ts\nconst off = sound.on('end', () => console.log('finished'));\nsound.on('error', (error) => console.error(error));\nsound.once('unlock', () => console.log('audio unlocked'));\n\noff();\n\nawait sound.play();\n```\n\n---\n\n## Methods\n\n```ts\nawait sound.play();\nawait sound.play({ loop: true });\nawait sound.play({ src: '/win.mp3', replay: 'interrupt' });\nawait sound.preload();\nsound.unlock();\nsound.stop();\nsound.playing;\nsound.setVolume(0.5);\nsound.setMuted(true);\nsound.toggleMuted();\nsound.on('end', () => {});\nsound.destroy();\n\nClickTone.unlock();\nClickTone.unlocked;\n```\n\n### Replay behavior\n\n- `overlap` (default): preserve classic SFX behavior — every accepted `play()` call starts another buffer source.\n- `interrupt`: stop active playback, then start the requested sound.\n- `ignore-if-playing`: ignore the request while this instance is already playing.\n- `restart`: stop active playback and start again, bypassing `throttle`.\n\nFor looped playback, `play()` resolves after the loop starts rather than waiting forever for a natural end. Use `stop()` to end it.\n\n---\n\n## Browser support\n\nMobile browsers (especially Safari on iOS) block audio until the user interacts with the page. An `AudioContext` must be resumed synchronously inside a user gesture, and iOS caps the number of contexts you may create. ClickTone handles all of this:\n\n- One shared `AudioContext` (with `latencyHint: 'interactive'`) — one unlock unlocks every instance.\n- Global gesture listeners (`pointerdown` / `pointerup` / `touchstart` / `touchend` / `keydown`) resume the context on the first interaction anywhere on the page.\n- A silent priming ping is played right after unlock, and the context is re-resumed on `visibilitychange`.\n- Lifecycle recovery for Safari/iOS: after a tab switch, app switch, or lock-screen, WebKit can leave the context in a \"zombie\" state (it reports `running` but stays silent). ClickTone probes for this on return and, if the context is dead, rebuilds it inside the next user gesture — buffers re-decode and the gain graph rebinds automatically.\n- Decoded buffers are cached and shared, so the first click is not delayed by the network.\n\nPass `preload: true` (or call `sound.preload()`) so the buffer is decoded ahead of the first click. Include an MP3/AAC source for Safari — OGG/Opus is not reliably supported there.\n\n```ts\nawait sound.preload();\n\ndocument.addEventListener('pointerdown', () => ClickTone.unlock(), { once: true });\n```\n\n---\n\n## Vue 3\n\nUse `ClickTone` directly from the main entry — the package stays framework-agnostic.\n\n```vue\n<script setup lang=\"ts\">\nimport { onBeforeUnmount, onMounted, shallowRef } from 'vue';\nimport { ClickTone } from 'clicktone';\n\nconst sound = shallowRef<ClickTone | null>(null);\n\nonMounted(() => {\n  sound.value = new ClickTone({\n    src: new URL('./assets/click.mp3', import.meta.url).href,\n    volume: 0.7,\n    pitchVariation: 0.08,\n    preload: true,\n  });\n});\n\nonBeforeUnmount(() => {\n  sound.value?.destroy();\n  sound.value = null;\n});\n</script>\n\n<template>\n  <button @click=\"sound?.play()\">Click</button>\n</template>\n```\n\n---\n\n## Advanced usage\n\nUse one `ClickTone` instance for a long-running process sound and separate instances for terminal SFX:\n\n```ts\nconst flying = new ClickTone({\n  src: new URL('./assets/flying.mp3', import.meta.url).href,\n  loop: true,\n  preload: true,\n});\n\nconst bonus = new ClickTone({\n  src: new URL('./assets/bonus.mp3', import.meta.url).href,\n  preload: true,\n});\n\nawait flying.play();\n\nflying.stop();\nawait bonus.play();\n```\n\nEncode the interruption policy on a single instance:\n\n```ts\nconst terminal = new ClickTone({\n  src: new URL('./assets/explosion.mp3', import.meta.url).href,\n  replay: 'interrupt',\n  preload: true,\n});\n\nawait terminal.play();\n```\n\n---\n\n## License\n\nMIT\n","readmeFilename":"README.md"}