benjamin

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Still WIP status. * Works well with image scene with background sound between scenes * Works well with videos scenes with ambisonics * Don't work when reaching a video scene...

Windows tests - [x] Chrome - [x] Firefox - [x] Edge - [x] IE11 with nadir & zenith black hole macOS tests - [x] Chrome - [x] Firefox - [x]...

Here is the sample to execute on a localhost: https://www.dropbox.com/s/ok3c101ej0r71mk/sample.zip?dl=0 Here is the sample online: http://www.kolor.com/private_forgejs/projects/ambisonic/ to begin by an image scene with ambisonics audio (first scene) http://www.kolor.com/private_forgejs/projects/ambisonic/#first-scene&uid=scene-2 to begin...

Notes on the samples * I've also noticed that the sound volume is not always the same and noise can happen in some cases. * The global AudioContext used is...

Yes exactly. It can be linked to our audio implementation. For image scene with ambisonics we instanciate an audio tag and use a global webaudio context which are destroyed and...

Thanks for your feedback. I've tested with a SoundManager class which create a FOARenderer and connect it to the "global" audio context. Then the Sound and Video classes now only...

Same result with a few tests with the latest Canary version.

Omnitone audio & video implementation into a 360/VR JavaScript engine. https://forgejs.org Spatial audio sample : https://forgejs.org/samples/ambisonics GitHub : https://github.com/gopro/forgejs