Re: Audio games in the Web Browser
That's something that I'll have to figure out some day. Loading assets for a web game has lots of options.
You can group sounds in packages assigned to locations and have a loading step between locations.
You can assume your sounds are small enough, and load them as you go (except for the most basic ones)
Finally, you can do what "regular" games do and just make your players wait for the whole thing to download.
There's a balance to everything. Depending on the size/length of the sounds and dynamics of the game, even the second option, to stream the sounds when needed, makes sense.
For me, the biggest conceptual problem in building an engine is sound proof obstacles. Imagine a labyrinth, where something waits behind a corner. I should emit the sound from the edge of the corner in front of the player instead of the actual location of the thing.
So to make it work, I'd have to use a pathfinding algorithm for walking the w
alls until I find an edge that is visible to the player. But in reverse. So it's an equivalent of ray tracing for sound. And once I find the location or locations where the sound should be heard, I emit the sound from those location and decrease volume based on the distance.
Now add echoes.
I don't think I'll implement that in the first version...
_______________________________________________ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector