joelwross / wc_master

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AUDIO

joelwross opened this issue · comments

Causlings should make sounds so we have audio feedback.

Also maybe background music?

And probably controls to turn sound on and off...

I added a way to play a sound whenever a causling is doing a particular interaction. I tuned it so it works for both HTML5 capable browsers and not capable browsers. I tested it on an iPad (not capable html5) as it sounds like a suitable device to play this. I can't attend tomorrow's meeting due to a lab but let me know what kind of sounds do you want. Playing a sound every time a causling settles, etc, is what I've tested now but the problem is that it requires as many GET calls as causlings are in the game. Problem is, that's very time consuming, and might delay the application, and there's no way of caching audio streams with HTML5 as of now, I'm looking for a work around because that would solve a big problem.
Anyway we might add some certain sounds for the demo just so they know something is going on.

Hi Daniel,

Thanks so much! I'm not sure what sounds to use exactly, but if you could
dig around for something we can use for free, that would be good. Or we can
record something ourselves maybe. I'll check in with the group tomorrow.

  • Joel

On Tue, Apr 10, 2012 at 5:58 PM, Daniel Lobato Garca <
reply@reply.github.com

wrote:

I added a way to play a sound whenever a causling is doing a particular
interaction. I tuned it so it works for both HTML5 capable browsers and not
capable browsers. I tested it on an iPad (not capable html5) as it sounds
like a suitable device to play this. I can't attend tomorrow's meeting due
to a lab but let me know what kind of sounds do you want. Playing a sound
every time a causling settles, etc, is what I've tested now but the problem
is that it requires as many GET calls as causlings are in the game. Problem
is, that's very time consuming, and might delay the application, and
there's no way of caching audio streams with HTML5 as of now, I'm looking
for a work around because that would solve a big problem.
Anyway we might add some certain sounds for the demo just so they know
something is going on.


Reply to this email directly or view it on GitHub:
#21 (comment)

Joel Ross
University of California, Irvine
http://www.ics.uci.edu/~jwross/

Hey I have sounds for both when causlings get to the correct island and when they die. Problem is that there are too many causlings and this causes a huge delay, and neither Javascript or HTML5 provide anything good for concurrency. It will make like 200 noises at a time but the application will get stuck at some maps like expert=1 when there are too many causlings getting to an island on time. On top of that the way different browsers support this differs a lot. Should I upload the version I have right now?

I wouldn't upload a non-working version at this point...

I expect that maybe one solution would be to only ever queue up a max of 3
sounds or something. So if some people arrive without chirping, that's
fine, but we'd get some responses? Just a simple counter/lock system would
probably do it I'd expect.

  • Joel

On Thu, Apr 12, 2012 at 8:34 PM, Daniel Lobato Garca <
reply@reply.github.com

wrote:

Hey I have sounds for both when causlings get to the correct island and
when they die. Problem is that there are too many causlings and this causes
a huge delay, and neither Javascript or HTML5 provide anything good for
concurrency. It will make like 200 noises at a time but the application
will get stuck at some maps like expert=1 when there are too many causlings
getting to an island on time. On top of that the way different browsers
support this differs a lot. Should I upload the version I have right now?


Reply to this email directly or view it on GitHub:
#21 (comment)

Joel Ross
University of California, Irvine
http://www.ics.uci.edu/~jwross/

I already tried doing that, it doesnt work because with such a large number of causlings, some of them arrive to an island or die at the same time and there's no mechanism to prevent that. I tried setting a limit of 3 sounds at a time and it doesnt work for the same reason, several causlings will try to play a sound at the same time (at a certain particular moment when it is valid) and when that happens multiple times it gets the game stuck. It's just that HTML5 nor JS are designed to play multiple sounds asynchronously yet that is what we need.

I can limit the number of sounds and it would work but obviously we'd be missing out most of the sounds, maybe that's fine for tomorrows demo if you explain to them what's going on.

Missing out on most the sounds is fine. I wouldn't expect everybody to make
a sound (even if we could do it, 500 people chirping at once would be
obnoxious)

If you can get that to do something sensical, I'd love to see it :)

  • Joel

On Thu, Apr 12, 2012 at 9:11 PM, Daniel Lobato Garca <
reply@reply.github.com

wrote:

I already tried doing that, it doesnt work because with such a large
number of causlings, some of them arrive to an island or die at the same
time and there's no mechanism to prevent that. I tried setting a limit of 3
sounds at a time and it doesnt work for the same reason, several causlings
will try to play a sound at the same time (at a certain particular moment
when it is valid) and when that happens multiple times it gets the game
stuck. It's just that HTML5 nor JS are designed to play multiple sounds
asynchronously yet that is what we need.

I can limit the number of sounds and it would work but obviously we'd be
missing out most of the sounds, maybe that's fine for tomorrows demo if you
explain to them what's going on.


Reply to this email directly or view it on GitHub:
#21 (comment)

Joel Ross
University of California, Irvine
http://www.ics.uci.edu/~jwross/