matriax's Forum Posts

  • In my case is for an Standalone app, using NW.JS. So, i guess a plugin that can record and save to .wav .

    About what you said no idea, i have 0 skills of code/js.

  • For an audio APP, to add effects, mix,etc... and export in .wav , and the idea is give 3 options Wav, Mp3 and .OGG.

    But atleast wav, uncompresed, so after that people can use any conversion tool or whatever.

  • So, Game Recorder can't export audio in .wav .

    Then, if Recorder.js can record and export a .wav file, it should be possible do a plugin about it or not ¿?

    "Record Audio and Export to WAV files with Recorder.js"

    truongtx.me/2014/08/09/record-and-export-audio-video-files-in-browser-using-web-audio-api

    Or i'm missing something ¿?

    -

    Edit: Also found one that supports record and export Wav, MP3 and OGG:

    github.com/higuma/web-audio-recorder-js

    Online demo: higuma.github.io/web-audio-recorder-js

  • And how? How can it save to .wav ?

    I was only able to save it in .webm (video). If i set Video=none the on stop recording get the record file to save is never trigered.

    How can i export the audio recorded in runtime into .wav ?

  • I found this one, may work?

    github.com/mattdiamond/Recorderjs

    What you think?

    -

    Edit: Or maybe better this one that can do in Wav/MP3/OGG:

    github.com/higuma/web-audio-recorder-js

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  • Yes i know, but in C3 there is no Tone.js plugin for audio manipulation...

    Also i tried some example and it exports in .webm , It seems it can do with .ogg but the stop recording not works, (using video none) so i have to set framerato 0 and export in .webm, thhen after exported use something to convert to .mp3 or whatever

    Here the example i have:

    drive.google.com/file/d/1qgC0hPTJjVfBW4yKAmbkFjurDHemt5E8/view

    Maybe i'm doing something wrong? How i can record and export only audio in wav/mp3 or .OGG ?

  • I want to record sounds in runtime and then save it to wav/mp3/ogg if possible.

    Any idea? Maybe any .js library to make a plugin to work?

  • Seems on C3 is possible, but wonder if there is anyway via plugin to do the same in C2.

    So you can record and save the sound in various formats with X bitrate,etc...

    Is possible?

    -

    Edits:

    Relevant topics:

    construct.net/en/forum/extending-construct-2/work-in-progress-addons-30/plugin-audio-recorder-117950

    By Eren

    "ffmpeg webassembly" comes already in construct3.

    they're using ffmpeg via webworker to do what you want. convert to mp3,option bitrate etc...

    but since construct2 does not have "webworker" support...

  • Car Behaviour doc:

    scirra.com/manual/91/car

    On drift recover it says:

    The angle of motion can never be more than 90 degrees off the object angle.

    So, if there is a 180º curve, or if i move the steer fast and set brake, i want car rotate until get stopped keeping the moving angle, but due this limitation, the car on reach this it steer due reached the max 90º angle difference.

    Why this limit? Or for example in a wet/snow floor, if i go fast and steer and set brake the car should move at X direction and rotate keeping moving angle and i guess some steer, but with this limitation it just start to steer :S

    No understand why this limitation ¿?, also not will be better some "steer block º" or something so everyone can set to fit his needs?.

    Any workaround to avoid this using this behaviour?

  • Well, is fixed, just the textobjects was small for all the float values so only when was 0 or 1 it fits the visible zone.

    Btw, it gets to 1 before press at 100% but i guess is due some deadzone, will see.

  • I read the GamePad doc:

    scirra.com/manual/143/gamepad

    RawButton(Gamepad, Index) Retrieve raw button input for a specific gamepad and button index. This returns the value without keymapping. Button values range from 0 to 1 (pressure sensitive buttons can return values in between).

    I'm using a Xbox One controller. I figured the triggers are 6 and 7 so:

    Gamepad.RawButton(0, 6)

    Gamepad.RawButton(0, 7)

    But it not retrives anything between 0-1. Just 0 and when the trigger is around 50% then changes to 1.

    So how i get the pressure of triggers correctly?

  • If i add a car behaviour to a sprite, to create the collisions with other objects/cars my idea was add physics behaviour but seems they not work well together.

    I guess the best aproach will be just use the physics behaviour but that means do by events all the car behaviour like acceleration/decceleration/drift recovering, max speed, steer angle, etc...

    There is no plugin/behaviour that mix car behaviour with a good physic/collision system?

  • Hey macube , any news ?

  • In C2 there is a .FX and .XML so you can edit and try in runtime at anytime or do any edits to fit your needs.

    But how do the same on C3? How can i edit a FX ?

    I'm using the desktop version, downloaded and intalled some third party FX, i can unzip and i can see a .FX file. I guess i can edit the FX file and install/update the plugin but i have to restart C3. Is there anyway like in C2 so i can edit the .FX and press F4 to runtime and see the changes without exit/enter to C3?

  • I was looking for a traditional plugin system with various objects like scene, mesh,etc... and behaviours to add to mesh plugins for rotate or whatever.

    Like the old Babylon3D plugin that was abandoned and dropped support, i uploaded it here with the dev permission:

    patreon.com/posts/old-babylon3d-c2-27352972

    It uses the old 2.6v of Babylon.

    Here some videos i did time ago:

    youtube.com/watch

    Maybe looking the plugin you or somebody can see the amount of work, organization,etc... to get a first aproach or get an idea how to do.