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[RFC] Improve Audio API #62

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daredevildave opened this issue Oct 30, 2014 · 6 comments
Closed

[RFC] Improve Audio API #62

daredevildave opened this issue Oct 30, 2014 · 6 comments

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@daredevildave
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We currently don't expose much of the Audio API through the AudioManager, Channel, Sound interfaces.

This is a request for features that you would like to see added to the API. Please comment on this thread with your requirements.

@cabbibo
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cabbibo commented Oct 30, 2014

  • Ability to analyze any node
  • Ability to create and destroy nodes,
  • An easy way to sync audio within loops!

@daredevildave
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@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?

@cabbibo
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cabbibo commented Oct 30, 2014

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

@cabbibo
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cabbibo commented Oct 30, 2014

but obviously, analysis is much more important than looping :)

guycalledfrank added a commit that referenced this issue Apr 2, 2015
@marquizzo
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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.

@daredevildave
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New Sound Component and Sound API is awesome!

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4 participants