Here is the problem statement...
I am creating a scene using WebGL(THREE.js).
I have different objects around me creating different sounds.
Now I want to produce surround sound according to their position.
So if an object is at my right side, then sound from that object should come from right speaker and so on..
Is this possible in HTML5(any browser)
AlteredQualia did a test with that.
http://alteredqualia.com/three/examples/webgl_city.html (Chrome only)
Press m to disable the music, and n to enable the helicopter spatial sound.
Related
So, I'm pretty much a beginner in Flash and Actionscript (using AS3, as I said in the title), and I'm trying to make a basic escape the room game. I haven't gotten far, and right now that's because every time I test my game (or publish preview it) the graphics get this annoying outline. Here it is when tested: http://i305.photobucket.com/albums/nn228/chokingondrama/flash.png
Every outline corresponds to some object present in the game, most of which have an alpha component of 0 since they're on different sides of the room. This didn't happen before, but once I added the code that allowed the player to change their view with the arrow (each viewpoint/wall is a different frame) these appeared.
It's a little different when published to HTML, basically it just gives each image a white background: http://i305.photobucket.com/albums/nn228/chokingondrama/html.png
Also, it would be nice if somebody could give me advice on how to make sure importing to flash won't result in lower quality.
Thanks in advance. If needed, I'll post any part of the code.
Some tips:
Don't set alpha to 0, instead use the visible property, setting movieclip.visible = false will make it a lot more efficient.
As for the importing and quality, after you import to stage or library, bring up the library (ctrl + l), and right click on the file you imported, go to properties. If it's an image, set compression to lossless, and allow smoothing.
For audio, go to file-> publish settings, and change audio stream and audio event (whichever you might use) to 128kbps.
As for your main question, I need more info, if you want you can post your source. It might be because of how you are placing your graphics on the stage.
For each of your MovieClips in question:
Try disabling button mode and see if the rectangles go away.
movieClipName.buttonMode = false;
If that doesn't help, or you really want button mode, try setting
movieClipName.tabEnabled = false;
There's a chance that since you added keyboard interaction each of your MovieClips are now expecting to be selected by the user when they press the tab key, much like any normal web form.
tabEnabled in the docs
You could also try
movieClipName.focusRect = false;
focusRect in the docs
As you may know in "real" games you need to check if a key is pressed at this time. Right now I'm using events and I remember if last event was a key-up or key-down to know if a button is held down.
BUT I'm experiencing some lags (not network) in the game when several buttons are held down. New key pushes are recognized a little bit too late. From DirectInput in DirectX and from LWJGL I know how nice and smooth input for games can work.
a) So I ask: Is there a way to check keys directly in ActionScript 3 ? I don't think any other extra package would be useful since it would just do what I do right now.
b) If no. Why wouldn't Adobe add direct input feature to Flash since it is used for games to a high percentage ?!?
I'm trying to build the fruit ninja type swipe to some of my buttons in Flash CS6 and ActionScript3.
In trying to figure it out this is what I have come up with:
get the coordinates of where the user first put his finger mouse down,
then where we lifted it
see if your button touches any of those coordinates (if yes, execute that button code)
run some kind of animation between the first two coordinates (mouse down, mouse up points)
am I on the right track?
Also, has anyone already done this so that I can look at their code?
Thanks!
Check out this series on the subject by the great Emanuele Feronato, using the physics library Box2d:
Slicing, splitting and cutting objects with box2d
Part 2: Actually split the object
Part 4: Using real graphics
(I couldn't find part 3 but I don't think we're missing anything too important there). Hope this helps!
Creating an application that requires BOTH gesture(swipe) support as well as simple touch events. I understand that one limiation of the built-in touch support in actionscript is that you must choose either Gesture OR Touch events as input.
So I was wondering if you can easily simulate gesture events using the TouchEvent.TOUCH_BEGIN +TouchEvent.TOUCH_END events? Are they essentially the same thing as using Gesture events?
I believe you'll be able to simulate the gestures appropriately by using the touch events. Each time a finger goes down a temporary id is assigned to it so you can easily tell if this is the first or second finger down. In terms of them being the same, it's not exactly the same since the GestureEvents seem to be all dependent on the mobile OS to report as gestures instead of just as touches so any calculation for deltas (or whatever else) would be handled by the OS already instead of you doing it (with the overhead of the VM). http://help.adobe.com/en_US/as3/dev/WS1ca064e08d7aa93023c59dfc1257b16a3d6-7ffd.html
Try making gestureevents with touchevents. There are lots of properties that can easily be converted / combined.
I've grouped a multiple layer 1 frame actionscript driven animation into a symbol. (simply put, imagine a 1 frame image being tweened by code over a few sec, in this symbol)
Now I'd like to play the contents of this symbol using an event listener.
But
stuff_mc.gotoAndPlay(1); and Test Movie doesn't play a thing (doesn't even show the contents of the symbol (the picture) which can actually be seen on stage).
If I go inside the stuff_mc and Test Scene, it works perfectly..
So how do I play stuff_mc from the stage?
Thanks in advance
It sounds to me like you are using multiple scenes. If that's the case then this is most likely where your problem is. Scenes are generally a bad idea in Flash – Adobe itself admits this.