Positional Audio High Priority

Discussion and feedback on Construct 2

Post » Fri Oct 26, 2012 9:49 am

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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Post » Fri Oct 26, 2012 3:59 pm

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.
Scirra Founder
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Post » Sun Jan 27, 2013 12:29 pm

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.nemo2013-01-27 12:31:34
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Post » Mon Jan 28, 2013 3:04 pm

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 processSebaSOFT2013-01-28 15:25:25
Sebastian Dieguez
http://about.me/sebasoft
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Post » Mon Jan 28, 2013 5:30 pm

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