Merudo wrote: ↑
Thu Oct 17, 2019 5:02 pm
playStream is not intended for short sounds that are to be played in quick succession. I'll work on a "playClip" function to handle these.
Thanks for working on this. I've been following what's going on in github... so, hopefully, that takes care of this issue.
That said, I was pretty surprised when it dawned on me (after seeing the new execFunction) that playStream wasn't actually playing to all connected clients by default. I got to wondering if I was, somehow, in the minority when anticipating that the vast majority of sounds that I'll be triggering will play to all connected clients?
Unless execFunction (which we don't have yet) is somehow the superior method, I really wish that the playStream an playClip functions had a target (with a default set to ALL.)
And if we're to tell what sounds are playing , shouldn't we be able to build a sound status manager using getSoundProperties that tells us that? Without sound targets we won't really know what's going on with stuff we've triggered.
Lastly (and unrelated to the above), has there been any discussion about having object based sound with proximity volume? I suspect that it would be similar to light sources and might even incorporate "hearing" types much like vision types (i.e. a deaf/silenced player wouldn't hear anything from a sound source while someone with exceptional hearing might be able to hear something from twice as far away, etc.)