srealist's Forum Posts

  • Update: I am able to load the file path through NodeWebKit (open dialogue box) into a String and then I can use the Base64 audio plugin to play this file.

    However, this is very limited and won't really work for this application. I need to be able to utilized the advanced audio features and provide controls for volume, panning, looping, and other effects.

    Any ideas or is this not possible with the current Audio Plugin?

  • Hello,

    I'm trying to create a fairly simple "DJ" application (using NodeWebKit and the Audio plugin) that allows the user to load sound files from their local computer and then play them back. Essentially there are 24 buttons and each button can have a sound added to it, set the sound to loop or play once, and then hit the button to play the sound.

    Am I correct that the current Audio plugin can only use sounds that are imported in Construct2 prior to export? Does anyone know of any way to accomplish the above with the current version of the audio plugin?

    Thanks!!

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  • newt, thank you for the response. I'm embarrassed to say I could not figure that out or even figure out where to find this information.

  • Not to trivialize the conversion, but I think Construct2 is just about perfect as is and some of these suggestions would add a layer of complexity and unreliability that would really compromise the features that make C2 so attractive. The pipeline has been quite smooth and we get incredible features (like 3D sound, etc.) made easy and on a regular basis.

    I would not change a thing about the current development model.

  • I don't mean to hijack this thread but I have a question about NodeWebKit and maybe someone here can answer. Is it possible to access the UserMedia plugin, specifically the microphone, through NodeWebkit? I need to something very simple where by I use the speech to text capabilities of the UserMedia plugin to write to a file through NodeWebKit but so far it seems that the exported .exe is not able to access the microphone.

    Any help is very much appreciated and I agree with others that I would like to see more features from NodeWebKit enabled.

    Thanks!!!

  • I guess more to the point, is it possible to access the default microphone input, using UserMedia, through NodeWebKit exporter? It does not appear to be possible, but I might be doing it wrong.

  • Hello,

    Is it possible to use the UserMedia speech recognition plugin with the NodeWebKit export such that FinalTranscript is written directly to a txt file. I modified the speech recognition example to do this but the file is not showing the results.

    Any insight is greatly appreciated!

    Thanks!

  • Thanks, Ashley. I had tried that and thought it didn't work but the problem was that I viewed it in notepad (which I guess doesn't recognize the newline command). Word pad and everything looks great now.

    Thanks for the quick response!

  • Hello,

    I am trying to find a way to organize my data in a somewhat readable manner and am wondering if there is a way to start a new line when writing to a txt file using WebNodeKit.

    Right now it looks like this:

    data data data data....

    But I want it to look like this:

    data

    data

    data

    data

    ....

    Any help is appreciated. Thanks!

  • Thanks so much. I was making it far too complicated.

  • Was wondering what would be the best way to measure impact upon collision. By way of example, if I have a rock of a certain density traveling at a certain velocity, it should deliver a greater impact if the velocity is higher, etc. I want to have some objects get destroyed but only if the impact is great enough. Any ideas on the best way to do this?

  • This would require packaging a synthesizer along with your build which in most cases would mean audio samples and potentially increasing your build quite substantially. It might be possible to use the default midi sounds on the user's machine but that would most likely limit its functionality to desktop only (i.e. I'm not sure that mobile devices have default midi synths).

    So here's an idea. Make your own sampler. Record each note for a couple octaves of a synth sound that you like. If you limit it to two octaves that would be 24 samples and you could make these files very small - only a second long. Then instead of trigger prerecorded music files you will send sequences to your sampler. With the new audio effects you can add reverb, delay, and other effects to create a diverse range of music. Hmmm...if I can get some time in the next week I will try to make an example of this as I plan to make a virtual instrument app in the upcoming months.

  • This is really fantastic and deserves more attention/notice. Coming from 3D game making, I'm very excited to see this. One thing I have hoped with the addition of shader effects is the ability to do "2.5D" games where everything other than particle effects would have normal maps. I've tried this with some high def realistic textures and normal maps made in Filter Forge and it looks really good.

    I'm assuming if you added all your objects to a family, put dynamic lighting effect on that family, you could achieve this without having to set the vectors for each object?

    It would be a cool enough effect to just have the light follow the camera while placing the center at the edge of the screen in whatever direction/angle the user was moving. Additional lights could be added by creating additional "center" objects that would really function as the lights' directionality. However, I'm not sure how you would account for multiple light sources on a single object. Some interpolation between light sources would have to impact the effect vectors.

    Is there a way to add a "falloff" where if an object or part of an object is a certain distance from a light source it would grow progressively dark? Right now it appears that the light projects out into infinity in whatever direction it is pointing. Though I am just making a lot of guesses based on 30 minute of playing around.

    Anyway, this is a huge step in the right direction!

  • Ah, I see! Nice sketches btw. I think this should be no problem. Will try to get to it this weekend in addition to more explosions. Thanks!

  • Thanks! and yeah I just carelessly made a soft brush dot in photoshop and the spray went over the edge of the image. And then was too lazy to open up photoshop and correct. I'll update it with a proper image.