3 ms·
This is exactly where jsmad could shine, even on current browsers (on FF4/Chrome10+). Game usually use small sound effects, that can be decoded in a few ms and
by nddrylliog 15y ago
This is exactly where jsmad could shine, even on current browsers (on FF4/Chrome10+). Game usually use small sound effects, that can be decoded in a few ms and then stored in buffers. From there, it'd be very easy to do the mixing in pure JS using audiolib.js - which is a treat, btw! You'd get as many audio channels as your CPU can handle, mixed in realtime. If the Audio Data API / Web Audio API support more than 2 channels, we might even be looking at full 5.1 demos real soon.
This is so exciting!
- quinnirill 15y agoI agree! And actually you can already do multichannel stuff, but currently that requires you to use either Audio API exclusively, because Chrome supports only 2 channels for javascript processing (but the internal effects are multi-channel), but Firefox supports only javascript processing.