>
> > some random thing i was occupied lately with <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> long way to finish it though <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">
> >
> > https://drive.google.com/open?id=0B0lqV ... Dd6Z2tkUUE
> >
>
> Cool! is this using the Q3D plugin or is it sprites?
>
Q3D but was an early test road was unaligned ... i have it almost ready got a pretty close clone of audiosurf as much as i could get
since the c2 audio plugin doesnt have the most 2 important calls from the node audio api which is
getFloatTimeDomainData (Float32Array array);
getByteTimeDomainData (Uint8Array array);
attribute unsigned long fftSize;
readonly attribute unsigned long frequencyBinCount;
attribute float minDecibels;
attribute float maxDecibels;
attribute float smoothingTimeConstant;
so its like working with half a measure ... but yea Q3D
Edited:
Last news ... managed to work around the missing min max decibels and the bytetimedomaindata requirements.... the development continues <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">
soon will get a demo working merging this road assembly with this smooth road procedural generation
then its a matter of adding a importing mp3 and converting in ogg inside the game so any song can be played by users choice ......
Very cool!
What are those calls for?