Positional Audio High Priority

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  • I think positional audio is a priority feature that should be implemented into the engine. Having pan & volume controls are a must. There's no possible way I can see that I can finish a project I've been working on for the last 6 months without it.

  • Audio engines in most browsers and platforms are simply not sophisticated enough to even provide a pan option. It's only supported where the Web Audio API is supported, which is currently only Chrome on desktop and iOS 6. It's apparently coming eventually to Firefox, but it doesn't look like it will be supported on IE (including Windows 8), directCanvas or CocoonJS for a while. We've been holding off adding more advanced audio features since the support is so patchy. People tend to assume everything works everywhere then become disappointed or think it's broken if it doesn't work on a certain platform.

  • Audio engines in most browsers and platforms are simply not sophisticated enough to even provide a pan option. It's only supported where the Web Audio API is supported, which is currently only Chrome on desktop and iOS 6. It's apparently coming eventually to Firefox, but it doesn't look like it will be supported on IE (including Windows 8), directCanvas or CocoonJS for a while. We've been holding off adding more advanced audio features since the support is so patchy. People tend to assume everything works everywhere then become disappointed or think it's broken if it doesn't work on a certain platform.

    Is it not worth it even for just Chrome? Especially considering Awesonium. I understand anyway, keep forgetting the support is so far behind. Firefox better get a move on.

  • Yeah I'm holding out putting sound effects in my game until this comes, as I'm not sure if it'll be easy to adapt all the sound actions to positional stuff later or not. I'm only using Awesomium though.

  • Yeah I'm holding out putting sound effects in my game until this comes, as I'm not sure if it'll be easy to adapt all the sound actions to positional stuff later or not. I'm only using Awesomium though.

    Unless it's a huge amount of work this is still worth doing even if it was tagged as 'BETA' like the controller and WEB GL plugins were and only ran in Chrome / supported platforms..

  • That's a good point. I wonder what the statistics are of people using beta releases vs stable of C2, I'm sure people realise that 'beta' things might not work everywhere.

  • Yeah, this would be nice to have. Even if it's not fully supported.

  • I would have to agree.

  • I would have to agree.

    I don't see it much different than supporting webgl or the controller which only worked on a few browsers before. But this could be a lot more complicated. I'm talking from complete ignorance ha, but if a beta version of more webaudio functions is possible then it'd be a game changer.

    I know 3 serious developers who don't consider Construct an option because of the audio, they all use Game Maker and its FMOD plugin. WebAudio has potential to smash that.

  • Also looking more into it, it doesn't look like Firefox is going to support it for a long time and there's not be any mention of it in IE and Opera.

    Chorme / Awesonium + Safari has got to be worth it though.

    I'll stop banging on about it.

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  • It is on our todo list to improve audio features, but we have a lot on our plates and can't give an ETA. The audio object also already integrates 4 different audio APIs since there are so many different ways to play audio on different platforms; this makes it quite technically difficult and time-consuming to extend the audio object. Still, it's something we will get round to at some point.

  • I really hope this will be added soon for the Node-Webkits sake, as well as Spriter support. I returned to my large size projects after Awesomium was tossed and everything is working quite nicely with it. Right now it's impossible to create a 3D ambient experience that even the most basic games have these days.

  • I did it! (rather bad solution)

    Just have 3 ogg files for each sfx..

    one center

    one left

    one right

    Now....

    1) Decide wich one to use based on your character X position

    2.1) give a margin to the center value, do not use x1==x2)

    3) Estimate the distance between you character and the sound, to set the volume.

    Voila!

    PS: This can be emulated in the Construct 2 export process

  • ha yeah I thought about doing that but it's not practical for large projects I don't think.

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