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osu! in JavaScript & HTML5

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Topic Starter
Clemaister


Hey people,

TheCameleon and I are working on a new project : program osu! in JavaScript and HTML5 in order to make an osu! on web, to make it playable directly on a browser.

Advantages :
- Osu! could be played on many touch phones able to suf on internet.
- People who can't play the game for some reasons (Mac & Linux users, people using a computer that does not have good performances etc...)
- Players will be able to try the game (whitout creating account), before downloading it which will avoid people who never play the game saying "Oh, this game is fucking stupid".



Disadvantages :
- Very long project.[but that's a detail]
- Graphism will not be as nice as osu!.



Some people will say that it's really a mad project, but we know that's possible, mostly with the powerful new element in HTML5, <canvas>.
Of course, it'll be easier and faster if we had the source of osu! to have an idea more clear of structuring the program, but we know that a source is not a thing easy to give so...

You can try it at
www.osu-web.tk

Anyway, hope you'll like the idea of this project.
Also I'll post here some projects by TheCameleon, to show what he is able to program.


Links:
- Osu! web
Links Removed

Power of progamming languages (JS) :
Balldroppings
FPS Game
Other possiblities for JavaScript

- Projects of TheCameleon
Pictuga
BeatMP3
mekadon_old
HTML5
But some touch phones don't support HTML5 =[
[quote]- People who can't play the game for some reasons (Mac & Linux users, people using a computer that does not have good performances etc...)[/quote]
Not really. osu! will lag worse than normal if it's played in a web browser since it will use more CPU power. Acceptable if graphics are scaled down though

You should contact peppy though if you want to continue :)
Good luck :D
Topic Starter
Clemaister
But some touch phones don't support HTML5 =[
You got right, edited.

osu! will lag worse than normal if it's played in a web browser since it will use more CPU power. Acceptable if graphics are scaled down though
Of course, we'll try to make not too much images, so graphics will be scaled down.

Good luck
Thanks ^^"
Neo Adonis
It's the craziest idea I've ever heard. But it's excellent!!

Call me when it's done. :)
peppy
HTML5 canvas is a huge cpu draw in most current browser implementations, without any hardware support; don't expect huge performance. That said, I do wish you luck and will be looking on at your progress.

Sorry but I don't share source code for these kinds of projects, and even if I did it won't actually help that much. I can provide some specs documents for the osu file format and whatnot, though.
Neo Adonis

peppy wrote:

HTML5 canvas is a huge cpu draw in most current browser implementations, without any hardware support; don't expect huge performance.
First at all, I think you should forget about storyboards and videos. But I think all the other stuff is possible with JavaScript. I think it will be better if you use html5, but being a technology in development, it's convenient to use JavaScript and XHTML ATM.

Seriously: continue with the project. I don't wanna see it dead. OK? ;)
peppy
@Neo: I think you missed the part where html5 does not replace javascript.
Topic Starter
Clemaister
Sorry but I don't share source code for these kinds of projects
Don't worry about it, I totally understand.
Digikid13
Sounds interesting, I'll be willing to help if you need anything.
anonymous_old
ITT people who don't understand one problem.

It is currently impossible to stream audio (without Flash) (1) with reliable offsets (using <audio>/<embed>/etc.) or (2) with a small buffer size (using Mozilla's API).

Currently, Flash is just a much better tool for this job.

Clemaister wrote:

Of course, it'll be easier and faster if we had the source of osu! to have an idea more clear of structuring the program, but we know that a source is not a thing easy to give so...
A C# XNA game structure will probably not fit with a JavaScript game structure. JavaScript and C# are fundamentally different languages and deserve very different program models. But I won't bother getting into that. If you can't provide a prototype, there's no point in you even seeing the source code to osu!. And honestly, I doubt you can get a prototype running.

But good luck.
mm201
I could only see the small fragments dealing with timings, scoring, etc. being relevant.
4

WebGL seems like a better tool for the job than raster drawing to a canvas.

If you think this is going to be a good choice for low-spec machines, think again.
Topic Starter
Clemaister
It is currently impossible to stream audio (without Flash) (1) with reliable offsets (using <audio>/<embed>/etc.) or (2) with a small buffer size (using Mozilla's API).
But Javascript could call a flash containing the audio.
peppy
I can't say I've tried myself, but audio sync seems relatively possible based on http://www.thewildernessdowntown.com/
anonymous_old

peppy wrote:

I can't say I've tried myself, but audio sync seems relatively possible based on http://www.thewildernessdowntown.com/
Yes; audio cues could work. That still doesn't let you sync hit sounds, though; they'll sound 100ms off, which would be horrible for streams.
Topic Starter
Clemaister

strager wrote:

peppy wrote:

I can't say I've tried myself, but audio sync seems relatively possible based on http://www.thewildernessdowntown.com/
Yes; audio cues could work. That still doesn't let you sync hit sounds, though; they'll sound 100ms off, which would be horrible for streams.
Please check Balldroppings, you'll see that's possible.
mekadon_old

MetalMario201 wrote:

If you think this is going to be a good choice for low-spec machines, think again.
This, and

strager wrote:

Yes; audio cues could work. That still doesn't let you sync hit sounds, though; they'll sound 100ms off, which would be horrible for streams.
It might be possible to change the offsets of the music and the hitsounds amirite?
Topic Starter
Clemaister
Yeah I think it's possible, anyway it'll be ok for that.
anonymous_old

Clemaister wrote:

Please check Balldroppings, you'll see that's possible.
That uses Flash.
TheCameleon

strager wrote:

Clemaister wrote:

Please check Balldroppings, you'll see that's possible.
That uses Flash.
Yes it does ;)

Now, I can post on this forum, as Clemaister played a few beatmpa for me so as to "unlock" the forum ;)

I think you can now have a look ther > http://osu.pictuga.tk/
Now it's kindda powerful !

What works right now?

HitCircles
CircleApproach
Combos (color + number)
Clic on HitCircles

What doesn't work ?

Music (that sucks I know)
Sliders
Spinners
Everything else lol

The link for more informations > http://www.pictuga.tk/fiche-311.html
anonymous_old
What made you choose JS/canvas over AS3/Flash?
TheCameleon
The wish to make something clean, cross-platform, lightweight, use new (open) standards...
And to show that flash isn't always required (except for music)

Btw the code will be open source (GPL3), server side included
Neo Adonis
I've seen your work, and for a week, I think it's good.

You've done it well at reading .osz files! I've compared with the song, and your work at translating data is excellent! Tip: if you're downloading constantly the latest file, don't do it. You'll be wasting bandwidth. Else, download and upload to your server the file, let's say, every day or week. Just in case...

About the hit circles, why don't you try to use the sprites instead of circle drawing? The same with numbers. I'll search how to make color blend in canvas. If it's not possible, I'll say you. Or, if you can make it server-side, try coloring sprites using plugins (GD or ImageMagick if you're using PHP) and return the colored sprites.

Now only I can add the following: keep it up!
TheCameleon

Neo Adonis wrote:

I've seen your work, and for a week, I think it's good.
:)

Neo Adonis wrote:

You've done it well at reading .osz files! I've compared with the song, and your work at translating data is excellent! Tip: if you're downloading constantly the latest file, don't do it. You'll be wasting bandwidth. Else, download and upload to your server the file, let's say, every day or week. Just in case...
Right now the latest osu file is downloaded each time (from the "Grab the latest osu" link on osu website). I already coded the part which reads osz files, but it's not in use right now. The problem is that our server is free and is very limited. Thus we can't leave files over 2-4Mb on the server. And osz files are often bigger (mp3 storyboard).

We already thought to put in place a cache system.
Therefor we will have to change to anothdr free server (I know a better one but it is often down).

Neo Adonis wrote:

About the hit circles, why don't you try to use the sprites instead of circle drawing? The same with numbers. I'll search how to make color blend in canvas. If it's not possible, I'll say you. Or, if you can make it server-side, try coloring sprites using plugins (GD or ImageMagick if you're using PHP) and return the colored sprites.
Drawing circles is much faster than using images ;) And it's lightweight.
For this kind of "secondary" problems, we will see later. Right now we have bigger problems (no sliders, no music, no use of dificulty parameters...)

Neo Adonis wrote:

Now only I can add the following: keep it up!
:)
peppy
Your scaling is off; you aren't enforcing aspect ratio at all. Seems like a good start, I guess.
Rokodo
TheCameleon
Fo now, we just use the full screen size ;)

We changed to another (free) server. We now are using legtux.org's services. We no longer have that stupid file size limit ;) This will help a lot.
In the meanwhile, we took a real domain name, quicker to remember.

http://www.osu-web.tk/
Zeugziumy
Wow cool project...
I hope you get a nice work there...
And I hope there is taiko T-T

It could have flash for chat, at the Right >>>, like Kongregate
peppy

TheCameleon wrote:

Fo now, we just use the full screen size ;)
And i'm saying it's therefore horribly wrong.
Hyguys
There's much things missing.
the song.
sliders.
spinners.
and much more.
and more beatmaps.
but good job!

sry for my bad english.
RandomJibberish
You need to enforce the aspect ratio or it breaks spacing and patterns. All the squares in the map turn into fat rectangles lol

I also reccomend you make the circle sizes proportionate.
TheCameleon
Wow... the ratio breaks all my size variables :/ I'll have to fix that !
Now, I will focus on the server side as my new server is much more flexible ;) This might bring music to the game ! Please note that this include that music does require flash.

About beatmaps, right now it just takes the first one in the "ranked", and the first difficulty ;)
peppy
Using flash is a bad direction. If you use flash for the music, you should use flash for everything, as it will handle better.
TheCameleon
Flash is the only way to get the playing time ;) If I could I wouldn't use it.



Edit : Now I'm working on the server part. It's the only way to get the music ;)
First, you will only have a limited choice of beatmaps ;) I'm still having issues, like that :
You are downloading too many maps at once. Lay off for a bit.
This is what appends when trying to get osz files :/

I'll work on JavaScript later. I'll focus on music (quite easy), then sliders (quite hard).
mm201
Your best bet is to write a crawler like Bagno's to slowly copy the beatmaps over to your own server. You'll want to think about re-encoding the mp3s to something super-low-quality for the web.

Or do it by hand for the time being. =P
peppy
Crawling is bad m'kay?

Just select a few beatmaps and copy them locally to your server (manually). Don't even attempt to allow any map to be played until you have the game in a working state. We can discuss hosting at that point.
IppE

MetalMario201 wrote:

You'll want to think about re-encoding the mp3s to something super-low-quality for the web.
HE-AACv2, anyone? :D
TheCameleon
I'll download the latest beatmap (osz) through php once a day.
I will leave it as it on the server. And extract the mp3 on the server. I may extract osu files too.
That sounds good but it's just an idea. I still need to code it.
At the beginning I wont compress the mp3 file as one lonely mp3 isnt that big on a server. (but longer to load for the user) This might change later of course.

That part will be done quite soon as it's not very hard ;)
anonymous_old

peppy wrote:

Using flash is a bad direction. If you use flash for the music, you should use flash for everything, as it will handle better.
I've been trying to say this all along.

TheCameleon wrote:

Flash is the only way to get the playing time ;) If I could I wouldn't use it.
<audio> supports timing cues, IIRC, which may fit what you (think you) need.
TheCameleon

strager wrote:

peppy wrote:

Using flash is a bad direction. If you use flash for the music, you should use flash for everything, as it will handle better.
I've been trying to say this all along.

TheCameleon wrote:

Flash is the only way to get the playing time ;) If I could I wouldn't use it.
<audio> supports timing cues, IIRC, which may fit what you (think you) need.
The main problem is that right now firefox's <audio> doesn't read mp3 (only ogg - which isn't much used in beatmpaps). And firefox is one of the main <canvas>-able browser. That wouldn't be nice to make users use Chrome only for that. 

When firefox and the main browsers will be able to play mp3, <audio> will be usable. Btw, now most of the "games" (aka proof of concept) using <canvas> do use flash ;)
peppy
So use ogg?
TheCameleon
Can't convert from mp3 to ogg with php :/
peppy
Sure you can. Also, stop worrying about automatic conversion. Convert a single map and make the game work. Worry about conversion later.
TheCameleon
Conversion would use command line tools (and function such as exec() or system()), which aren't available on free servers.
I prefer to use flash and mp3 at the beginning ;)
peppy
You're doing it wrong. You're supposed to listen to advice, not ignore it.

*stops following thread*
anonymous_old
How about you abstract it enough so you can replace it when needed and so people can stop discussion shit which doesn't matter because this won't be finished anyway?
TheCameleon
Well... Thanks a lot for your help !
I won't say anything about any future updates here.

Thanks, those who were interested in this project ;) I may DM you.
Zeugziumy
For my opnion... HTML5 is still on searches for more improvement...
So... Like the project will take a long time, there will be LOTS of changes when making it...
Also... I don't know if someone saw my older message, but an flashed integrated chat at the left... Can add the chats and can choose the tabs
Neo Adonis

TheCameleon wrote:

Conversion would use command line tools (and function such as exec() or system()), which aren't available on free servers.)
If the project works, you would ask for donations so you can (maybe) move it to another server. Do the most you can, and follow advices. Trust me, they are helpful.
peppy
I already mentioned how they can obtain free space for hosting without funding. Only noone listened.
Topic Starter
Clemaister
It's understood. I'll try to deal that with TheCameleon.
TheCameleon

peppy wrote:

I already mentioned how they can obtain free space for hosting without funding. Only noone listened.
We no longer have disk space problem ;) Thanks for advice anyway, I keep that in mind in case.
About the chat, it will come later, when the game itself will be done (btw it would a ajax based chat - I seriously want to use flash as least as possible).
About ogg/mp3 I prefer to use mp3 (or ogg for beatmaps using it) as later we will use them from the osz files "as it". I'm working on the server side now and I'd like to make it be done and avoid too much future changes. @gabrielwoj is right, html5 support is improving :) For example <audio> mp3 will land in firefox for sure, but need to wait a little bit.
peppy

TheCameleon wrote:

About ogg/mp3 I prefer to use mp3 (or ogg for beatmaps using it) as later we will use them from the osz files "as is".
You're missing the point and this thread is going nowhere.
IppE

TheCameleon wrote:

About ogg/mp3 I prefer to use mp3
Why get stuck with something from the 90's thats technically a bad codec to begin with and not even fully supported by the most common browsers?

You'll get the quality of 320kbps mp3 with 192kbps using Vorbis :v
TheCameleon

IppE602 wrote:

Why get stuck with something from the 90's thats technically a bad codec to begin with and not even fully supported by the most common browsers?

You'll get the quality of 320kbps mp3 with 192kbps using Vorbis :v
You are damn right !
Moreover ogg is a free/open format :) That's a good point !
I may switch to ogg, and by the way, I will no longer need flash (another non-open format) :)
(I'm a linux user, and I love open stuff :))

I'll see later how to convert mp3 to ogg using php ;)
Any idea around ? with my free hosting ?

(now this thread is going somewhere :P)
IppE
Now I have no idea how the hell php works, but you should probably go with the aoTuVb5.7 based oggenc2, found here http://www.rarewares.org/ogg-oggenc.php (Though I heard they merged the aoTuV trunk to libVorbis in 1.3.0, so I guess it doesn't matter which you take)

It needs a .wav input (or .flac ect. main point is that .mp3 doesn't work as is) which might be problematic, but you could use some transcoding thing like besweet that converts it to raw pcm stream before passing it to the encoder...
sp1ky
As previously recommended, get a single map (whether based on an osz or otherwise) functional using whatever technologies are easiest to implement, then worry about it being compatible with existing systems.
TheCameleon
In the meanwhile I found out out to download osz from osu!'s server :) and to save them on my server (caching system) :) quite long to load (9Mo to be downloaded by php for my test beatmap) but it works !
That way I got mp3 + osu.

For those wondering : I know that's mp3 files, but this feature will be required for sure soon or later (won't stay in manual mode forever...)

Edit : Do you know a beatmap that uses ogg music files ? That way I can do my tests with a true beatmap (instead of manual conversion) :)
anonymous_old
I see one problem with transcoding (on-the-fly or manually): offsets.

But seriously.

Just get the game engine working before worrying about useless details.
TheCameleon

strager wrote:

Just get the game engine working before worrying about useless details.
If server side is a "useless detail", we will have fun playing.... without beatmaps !

I found "some" beatmaps with ogg music files :)
TheCameleon
Wow ! I found some intersting stuff about <audio> support
Firefox = ogg
Safari = mp3 (no ogg)
Opera = ogg (mp3?)
Chrome = ?

The point with firefox is that mp3 is a closed codec. Mozilla might pay someting like 5 millions to get mp3 licence fee. (again, why do I like open source against closed stuff)
Safari doesn't play ogg as they "own" a part of mp3. They only use mp3 cause they make money everytime a company wants to make a mp3 player.
Or at last that's what I understood... (again why I love apple)

Source : http://angelo.mandato.com/2010/05/03/ht ... ace-flash/

Edit : daily idea : Chrome only :) no more problem (Chromium is open source :P)
IppE
both mp3 and ogg work in chrome.

Well at least in Chromium, no idea about chrome actually lol.
TheCameleon
Yes I found that out too
The music code problem is now "solved"
Will have to wait until every browser supports both formats for it to be perfect...

I can now focus on active development :)
It will be 100% open source (no more flash) :) perfect !
Zeugziumy

TheCameleon wrote:

Yes I found that out too
The music code problem is now "solved"
Will have to wait until every browser supports both formats for it to be perfect...

I can now focus on active development :)
It will be 100% open source (no more flash) :) perfect !
Hey flash is good!
And someone did saw my REPLY AGAIN? No replies about it .______.
Also, you are making at linux? Programming it's better on linux, my opnion!
TheCameleon

gabrielwoj wrote:

Hey flash is good!
And someone did saw my REPLY AGAIN? No replies about it .______.
Also, you are making at linux? Programming it's better on linux, my opnion!
Speaking about a flash-based chat, right?
A chat (or osu's IRC) may be implemented ;) But that won't be for soon, other features are more important (basically make the game work).
As I'm focussing on html5/js only, the chat would be in javascript ;)

Edit : yes, proud linux user (Ubuntu indeed) !
anonymous_old

TheCameleon wrote:

The point with firefox is that mp3 is a closed codec. Mozilla might pay someting like 5 millions to get mp3 licence fee. (again, why do I like open source against closed stuff)
It's a licensing issue, not a closed source / open source issue.

TheCameleon wrote:

Safari doesn't play ogg as they "own" a part of mp3. They only use mp3 cause they make money everytime a company wants to make a mp3 player.
Or at last that's what I understood... (again why I love apple)
...

My head hurts reading posts in this thread.

But it's fun to laugh at, I guess.

HEY GABRIELWOJ! viewtopic.php?p=537883#p537883
Zeugziumy

strager wrote:

TheCameleon wrote:

The point with firefox is that mp3 is a closed codec. Mozilla might pay someting like 5 millions to get mp3 licence fee. (again, why do I like open source against closed stuff)
It's a licensing issue, not a closed source / open source issue.

TheCameleon wrote:

Safari doesn't play ogg as they "own" a part of mp3. They only use mp3 cause they make money everytime a company wants to make a mp3 player.
Or at last that's what I understood... (again why I love apple)
...

My head hurts reading posts in this thread.

But it's fun to laugh at, I guess.

HEY GABRIELWOJ! viewtopic.php?p=537883#p537883
O:
Now I saw, because no-one did quoted mine :D

Ubuntu is good (TheCameleon's Post)... I have here too...
Linux are good, but people preffer Windows >_>
Hyguys
looks better , but it need music to others browsers
and more design on skin , to make the skin look like the default osu skin.
LuigiHann

TheCameleon wrote:

strager wrote:

Just get the game engine working before worrying about useless details.
If server side is a "useless detail", we will have fun playing.... without beatmaps !
get one beatmap to work before you worry about getting a whole automated server backend running, is the point
Ephemeral
the serverside is useless until the clientside actually functions properly, is what we're trying to say

worry about all of that when you've actually got audio playing, sliders working, spinners.. etc etc
Neo Adonis

strager wrote:

It's a licensing issue, not a closed source / open source issue.
MPEG layer 3 codec is royalty free, as long it's not used in a commercial ambit. Of course, due to the lack of this codec in Firefox, it's still an issue unless they include it... :roll:

About the hit-circles... remember to maintain the proportion with the screen (as peppy said), that is, the circles should be inside a 4:3 area (proportional to a 640x480 pixel canvas). And think about the way to sync circles with music. One way (and I think it's the method osu! gets in sync with the music) is to get the current position of the song and determine with circles should be shown and how, instead to trying to force the song to move to a different position.

One thing more: according to the difficulty, the circles must stay in screen a little bit after the moment they should be clicked. They shouldn't vanish immediately.

It's a fast developing project!! I'm really surprised with the results given in a week!!

(And before I forget it: http://osu.ppy.sh/?p=faq&n=2&c=7 [Scoring section]. No need to get worried about it ATM, though. Just a reminder.)
TheCameleon
Quick update :

You think the project is down ?
You're wrong !

Right now, I'm quite busy (for school mainly), that's why I have less time to develop this project. From time to time I do enhance the code, but no major updates. I removed the music, as it's easier to try it without it (more browser are supported).
Furthermore, I'm improving the code, so that sliders/spinners will be easier to implement.

Now, the website uses a cached beatmap, so that it's much faster to load (instead of downloading it every time from osu's server). Now, the server side can download osz, parse them, download osu (without osz),... It's kindda powerful :P Currently, it can't download search results ;) That will come later.
Beldur
Hi,

I have a question regarding the correct timing points for clicks.

What are the timings for 300, 100, 50 and 100, 50 late points in beat fractions?

For example:

If I click a HitObject (point) 0.1 Beats early do I get 50, 100 or 300 Points?

Also there is a rage where I can click a object very early and nothing happens. Then at a later time (still early) I get a miss. What is the Beat timing for that?
mm201
Nice going, now I'm somehow tempted to rewrite SpriteManagers in Javascript/CSS3
Beldur
Can someone please tell me some of the game constants I asked for?

I need them to make my javascript osu more accurate :/
peppy
Who is Beldur?
anonymous_old

Beldur wrote:

Can someone please tell me some of the game constants I asked for?

I need them to make my javascript osu more accurate :/
They're based off Overall Difficulty, not the speed of the song. Sliders are much more lenient with timing, too (kinda...). Make your own fancy formula (e.g. (10 - OD) * 35 ms overall hit window, with * 15 ms for 100 and * 25 ms for 50); once you have the game up and running you can worry about making it more like osu!.
TheCameleon
He doesn't work with us on the project ;)
sp1ky
TheCameleon

sp1ky wrote:

https://gaming.mozillalabs.com/
:) I know about that, but I'm not sure the project will be ready by 11 January 2011, I got a lot of things to do now :/ Less time to develop...
But I would be glad to be part of the contest (even if I think I won't win lol)
TheCameleon
Hey !

I'm working on sliders right now ;)
They all are displayed as linear, and we can't "slide" on it, still working on it !

If you want to give it a try :
http://osu-web.tk/
anonymous_old
Progress?

I'm waiting for sound and for the program to not lag in Opera.
TheCameleon
Opera ? I should try it on a few browsers so as to ensure compatibility. So far, I only checked Chrome and Firefox.
About the music, it's quite "easy", but I removed it for compatiblity reasons, but I can put it back in place (with an option in the menu at the top, for example)
Beldur
Hi,

this is my attempt from 2 weeks ago. I stopped working on it. Maybe it will be helpful for someone...

http://alexander-luecking.de/canvas/audio.html
TheCameleon
Looks good ! (at last the javascript - <audio> doesn't work on iTouch - so I didn't see it working)
You use processing library, right ? I'll give a closer look to your work later ;) Instead of working on 2 similar projects, it may be a good idea for both of us to work together :) If you want too of course ;)
IppE

strager wrote:

I'm waiting for ...r the program to not lag in Opera.
This.

Tried in Chromium too and its not really smooth on that either.

also walso why does it have the XHTML 1.0 dtd header, isn't it supposed to be HTML5?
TheCameleon
I'll add a feature to change the refresh rate of the gamefield ;)
Now it's at 1refresh each 50ms (or less I forgot)
mm201
Hit windows need to be 2-sided.
Sound is friggin' important and should be top priority.
I can't say for sure until I know what map this is, but it seems to be playing faster than realtime.
Hitbursts would help a lot in telling what's going on.
peppy

Beldur wrote:

Hi,

this is my attempt from 2 weeks ago. I stopped working on it. Maybe it will be helpful for someone...

http://alexander-luecking.de/canvas/audio.html
On the other hand this one is feeling pretty good. Doesn't work on safari, but does on opera mind you.
mm201

peppy wrote:

Beldur wrote:

Hi,

this is my attempt from 2 weeks ago. I stopped working on it. Maybe it will be helpful for someone...

http://alexander-luecking.de/canvas/audio.html
On the other hand this one is feeling pretty good. Doesn't work on safari, but does on opera mind you.
Oh there's supposed to be graphics there? :P
Ephemeral

Beldur wrote:

Hi,

this is my attempt from 2 weeks ago. I stopped working on it. Maybe it will be helpful for someone...

http://alexander-luecking.de/canvas/audio.html
Excellent stuff!

Works like a treat in Chrome aside from some video desyncing and some pauses here and there.
TheCameleon
Music is on @ http://osu-web.tk/
Hyguys
Excelent work!
but it does not work on iphone / ipod? that was the goal, right?
anyway, an irc client there could be a good idea, right?
TheCameleon

Hyguys wrote:

but it does not work on iphone / ipod? that was the goal, right?
I thought I would be possible, but basically, we can't play audio in background on iPhone Safari :/ So it's impossible to have the music playing :/

Hyguys wrote:

anyway, an irc client there could be a good idea, right?
Yes, it's a good idea
But that won't home made (requires to run python scripts on server side, which is impossible with my free host). If I want to use IRC, I'll have to use mibbit or sthing like that, but the latter is closed source (ethical issue).
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