christina's Forum Posts

  • any ideas? insights? is it just modern APIs that are broken?

    is it on the C3 side?

  • I'm sending a

    SHARE text "I beat the game" (title"", URL "")

    event, but none of the connected platforms (twitter, facebook, etc) give me the text "I beat the game"

    It's only empty text.

    The image.png I'm sharing, using binary data, shares just fine.

    Am I doing something wrong with the text? Does the project have to be published, i.e. not in preview? But then why does the image work?

    Thank you!

    Tagged:

  • hm ok, it seems this is some code by Google // webaudiodemos.appspot.com/input/js/waveshaper.js

    Is there any way to use the same code *inside* construct, by connecting a webaudio waveshaper node myself and writing the javascript I need?

    thank you

  • Ashley or anyone who knows.

    Could you explain to me the distortion effect in the web audio of Construct?

    Web Audio has documentation for the waveshaper effect, and it seems the distortion is some implementation of that, but what do the numbers actually correspond to, and what are the base values fed into the waveshaper?

    It seems this effect causes the audio signal to become overdriven (i.e. resemble as quare wave with rounded edges). Which is great, but it's not technically distortion, but overdrive?

  • Hi

    So I'm trying to control the Compressor effect, which takes these arguments:

    threshold, knee, ratio, attack, release

    Instead my options are these arguments:(mix, filter/phaser frequency, filterphaser detune, filter/phaser Q, flanger/ phaser modulation etc)

    Does anyone know if these correspond somehow? Ashley

    Same for Distortion, delay, gain, phaser, ring mode and tremolo.

    Thank you

  • Yes, it works when I add the pixelate effect to a family of sprites.

    Wheee!

    Ashley I know we usually ask for help, but this time I'd like to say:

    kudos for a tool well done! Is there nothing construct can't do?

    <3

  • Hmm it seems like this works:

    *Using trilinear,

    *then upscaling the pixelart layer x9

    *then pixelate ( size 1) *all* the pixelart objects - it produces only weirdness if I add the pixelate effect to the layer itself, I wonder why

  • So, imagine I have a plastic toy device that has a tiny screen. The tiny screen is pixelart. The toy device is high resolution.

    But resizing things is suddenly not straight forward. The pixel art screen looks blurry when Bi/Trilinear is used, but the high res art becomes really ugly when nearest neighbor is used.

    Right now I'm doing it by pre-scaling my pixelart to 900% its size, and then doing a ton of math and conversions between positions and distances (everything is x9)

    Is there a way to use a "window" or a "frame" that displays crisp pixelart, upscaled in nearest neighbor?

    Ashley I guess I'm asking if there's a way to have per-layer scaling modes.

    Thank you!

  • Thank you Ashley

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  • I know you do on your end, it's easy to see since sounds trigger *immediately* in Firefox Android.

    It boggles the mind that the chromium team think this has been solved. I get being super busy or audio not being a priority, but solved implies it's been tested and works.

    It doesn't work.

  • Ashley

    I asked on the above mentioned thread and they said

    "Chromium has used AAudio for some time now, which is what Oboe uses under the hood.

    "

    any idea what they're talking about?

    Here's a super simple C3 piano-type project: castpixel.itch.io/guitar-html

    Sound lags inexcusably on Android Chrome (and C3 cordova exported apk), but plays instantly on Android Firefox. I'm glad I can at least use firefox and a webapp for my specific use case, but what on earth is up with Chrome and Cordova then?

  • Ah! You're the best 😍 as ever. Thanks

  • So Ashley I know you've been saying that Google should fix Android to have lower latency. It seems they have

    android-developers.googleblog.com/2021/03/an-update-on-androids-audio-latency.html

    And it's evident in apps like Real Guitar on Android, where sounds play immediately after a touch event. On the same mid range phone, a simple construct 3 test apk produces 0.3 to 0.4 seconds of latency between touch and sound played. That's such a long delay, you can definitely hear and feel it.

    However, even google seem to be recommending an open source library called oboe.

    developer.android.com/games/sdk/oboe/update-build-settings

    Is there a way to use this in c3?

    Since my device and Android can perform with next to 0 audio latency (see Real Guitar), doesn't that mean that Construct 3 is lagging behind the times? We can't blame it on Android or the devices any more.

    Thank for reading

  • I've been told that this is really good for real-time music games and apps (such as drum pads, etc)

    Is there a way Construct 3 could use it?

    github.com/floatinghotpot/cordova-plugin-nativeaudio

    Ashley?

    ty!

  • Thank you for trying R0J0hound! If you can't do it, I don't stand a chance. But thank you also for the tutorial, that makes a lot of sense and at least I know where to start 🥰