- From: Christoph Martens <christoph@martens.ms>
- Date: Mon, 09 Jan 2012 14:05:34 +0100
- To: public-audio@w3.org
What comes on my mind for game requirements on audio is mostly: - Noises that you can overlay. Should be as easy as possible like having two different audio sprites. AudioNode.addOverlay(noise.mp3) - Multi-Channel 3D environment Well, in games you definitely need multichannel sound (which is only a problem on couple implementations nowadays), but you also require a distance to a sound that automatically influences the volume, overlays (interruptions with other sounds) etc. Imagine you could have the same configuration possibilites that you have for Audio Speaker positions in your sounddriver environment - but for virtual purposes. - Native AudioSprite support Playing back Audio is pain, you will always need a SoundLoop (interval / timeouts) if you want to use Audio Sprites. Audio Sprites is the only effective solution for transferring Sound via the web / http. I would be pleased if you could take a look at my Jukebox that solves many playback problems on Audio Sprites: https://github.com/zynga/jukebox - Buffering / Caching Sadly there's no cross-browser implementation regarding buffering. Every vendor implements it a different way due to missing specs. It would be nice to have something like AudioNode.onready(123.2, callback) if the browser is really sure to playback properly. At the moment, it's only guessing - and no-one likes to guess or listen to events that don't fire properly across all implementations. Cheers from Germany, Christoph (from Zynga Inc.)
Received on Monday, 9 January 2012 14:40:44 UTC