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Defined ZephyrJS Audio Scope #51
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Two types of ZephyrJS Audio sprites: direct and spatial. Spatial should have a "source" they are associated with, as well as a "listener." The player function will take care of properly using the webaudio panner node to place it correctly in space. Implemented. Direct lets the dev set specific gain/pan |
ZephyrJS Audio sprites should have extremely easy creation, with a good storage backend to eliminate duplicated buffers. Shared buffer and AudioContext backend for both Direct and Spatial (Good performance, low memory usage) |
Direct audio should have a simple "gain" attribute for setting the volume and "pan" for left/right, which get created in nodes on a play() call. Gain and Pan working |
Clean up finished/dead Audio Nodes so there isn't a memory leak. According to this: |
DirectAudio now has loop and speed options, as well as a much better constructor |
Autoplay is in progress, but it doesn't work until user interaction with the page. |
ZephyrJS must add something that is entirely unique to Audio, which warrants the creation and not use of Pixi.Sound.
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