"Audio Streaming"
Wolfgang
@wolfgang
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YouTube Video: tIZVsMDO66g
Quote ? A novel audio system was implemented to enrichen the ambientance and server's atmosphere? In-game audio streams were severely limited because they couldn't support more than one audio playing simultaneously and there was no 3D spatialization based on player position.? In this new system the player opens a webpage which automatically connects to the server through a socket; this possibilitates multiple overlapping audio streams with 3D responsiveness (i.e if a player gets closer to a sound source the audio gets increasingly louder).? For those curious about the technicalities: it was made using the howler.JS API on the frontend and a websocket server on node.js, which is responsible to track and coordinate all sounds broadcasted in-game to each client.
Quote
? A novel audio system was implemented to enrichen the ambientance and server's atmosphere
? In-game audio streams were severely limited because they couldn't support more than one audio playing simultaneously and there was no 3D spatialization based on player position.
? In this new system the player opens a webpage which automatically connects to the server through a socket; this possibilitates multiple overlapping audio streams with 3D responsiveness (i.e if a player gets closer to a sound source the audio gets increasingly louder).
? For those curious about the technicalities: it was made using the howler.JS API on the frontend and a websocket server on node.js, which is responsible to track and coordinate all sounds broadcasted in-game to each client.
YouTube Video: NV5NOvypqz0
Quote? Since the minimap is hidden and there are no player blips it makes it harder to locate points of interest; although this is softened with the new audio system, a "look at" framework was implemented to let characters know the general direction of a certain source of sound.
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