--
You received this message because you are subscribed to the Google Groups "PuzzleScript" group.
To unsubscribe from this group and stop receiving emails from it, send an email to puzzlescript+unsubscribe@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
Yes, I added the wave types in sfxr synth function. But I can't get the sound to be smooth. I assumed that this lines in your codevar filter1 = AUDIO_CONTEXT.createBiquadFilter();// ...filter1.connect(filter2);// ...are the main filters applied to the channel to smooth the sound but I'm not comfortable enough with sound programmation to emulate this with SDLLike you said, the problem can come from sample rate.SDL_AudioSpec des;des.freq = 44100;des.format = AUDIO_S16SYS; // or AUDIO_S8; or AUDIO_U8; ???bufferLength = 512; // I tried 8 but the sound tend to be to high and last foreverYour project for arduboy is really interesting, I though a portable game console dedicated to puzzlescript games could be nice !I don't know electron so I can't tell if it fits my goal. My first step is to run perfectly puzzlescript games as a standalone application. But after that, it will be possible to use game controllers, to inject puzzlescript code (adding levels or moding sprites dynamically for example). And it should not be a big deal to rewrite the display loop in C++ to add some more detailed sprites or using sound files.
To unsubscribe from this group and stop receiving emails from it, send an email to puzzlescript...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
--
This is great. I just tested it with my little puzzle game and it works flawlessly. Is this still being developed? It would be great to have a fullscreen option.