Comments (6)
- Ability to analyze any node
- Ability to create and destroy nodes,
- An easy way to sync audio within loops!
from engine.
@cabbibo can you explain a bit more?
- What do you mean by analyze?
- Can you give an example use-case of sync audio within loops?
from engine.
there is an 'AnalyserNode' in the web audio api, that lets you can use to return an fft array of an analyzed audio. Super awesome!
sync case with audio loops maybe something like: http://cabbi.bo/PhysicsRenderer/examples/tendril.html
from engine.
but obviously, analysis is much more important than looping :)
from engine.
I recommend adding a "seeking through media" functionality so the developer can jump to a specific time point in the audio. This would be very handy when working with sound effect sprites.
For example:
pc.AudioSource.currentTime = 6;
pc.AudioSource.duration = 3.5;
pc.AudioSource.play();
Would start playing the audio at the 6-second mark, and stop after 3.5 seconds of playback have elapsed.
An onEnded
and onLoop
event callback would also be very helpful.
from engine.
New Sound Component and Sound API is awesome!
from engine.
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from engine.