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User posts AlexandreRangel
12 May 2017 07:13
Thank you, Konstantin!
Alexandre Rangel
Quase-Cinema Lab
www.quasecinema.org
05 May 2017 01:36
It works!!! Had to make the objects selectable.
Thank you very much!
Alexandre Rangel
Quase-Cinema Lab
www.quasecinema.org
05 May 2017 00:05
Hello Ivan. Looks GREAT! Thank you.
I can understand the code and learned a lot from it… but I cannot make it work. It doesn't throw an error, but doesn't play the speakers.

The blend file originating the JSON has the objectname and objectname.Speaker structure.

Here's my fotografia.js file:

"use strict"

// register the application module
b4w.register("fotografia_app", function(exports, require) {

// import modules used by the app
var m_app       = require("app");
var m_cfg       = require("config");
var m_data      = require("data");
var m_preloader = require("preloader");
var m_ver       = require("version");

var m_cont = require("container");
var m_input = require("input");
var m_mouse = require("mouse");
var m_scenes = require("scenes");
var m_sfx = require("sfx");

var _prev_played_speaker = null;     
    
var DEBUG = (m_ver.type() == "DEBUG"); // detect application mode
var APP_ASSETS_PATH = m_cfg.get_assets_path("fotografia"); // auto detect assets path

    
//////////////////////////////////////////////////////////////////////
// function setup_speaker_logic 
//////////////////////////////////////////////////////////////////////
    
function setup_speaker_logic() {
    var canvas_elem = m_cont.get_canvas();
    m_input.add_click_listener(canvas_elem, function(event) {
        
        var x = m_mouse.get_coords_x(event);
        var y = m_mouse.get_coords_y(event);
        var obj = m_scenes.pick_object(x, y);

        if (obj) {
            var obj_name = m_scenes.get_object_name(obj);

            if (_prev_played_speaker && m_sfx.is_playing(_prev_played_speaker))
                m_sfx.stop(_prev_played_speaker);

            var speaker_obj = m_scenes.get_object_by_name(obj_name + ".Speaker");
            m_sfx.play(speaker_obj);
            _prev_played_speaker = speaker_obj;
        }
    });
}
    
    
//////////////////////////////////////////////////////////////////////
// export the method to initialize the app (called at the bottom of this file)
//////////////////////////////////////////////////////////////////////
    
exports.init = function() {
    m_app.init({
        canvas_container_id: "main_canvas_container",
        callback: init_cb,
        show_fps: DEBUG,
        console_verbose: DEBUG,
        autoresize: true,
        physics_enabled: true,
        assets_dds_available: true
    });
}


//////////////////////////////////////////////////////////////////////
// callback executed when the app is initialized 
//////////////////////////////////////////////////////////////////////

function init_cb(canvas_elem, success) {

    if (!success) {
        console.log("b4w init failure");
        return;
    }

    m_preloader.create_preloader();

    // ignore right-click on the canvas element
    canvas_elem.oncontextmenu = function(e) {
        e.preventDefault();
        e.stopPropagation();
        return false;
    };

    load();
}
    

//////////////////////////////////////////////////////////////////////
// load the scene data
//////////////////////////////////////////////////////////////////////
    
function load() {
    m_data.load(APP_ASSETS_PATH + "fotografia.json", load_cb, preloader_cb);
}

    
//////////////////////////////////////////////////////////////////////
// update the app's preloader
//////////////////////////////////////////////////////////////////////
function preloader_cb(percentage) {
    m_preloader.update_preloader(percentage);
}

    
//////////////////////////////////////////////////////////////////////
// callback executed when the scene data is loaded
//////////////////////////////////////////////////////////////////////
    
function load_cb(data_id, success) {

    if (!success) {
        console.log("b4w load failure");
        return;
    }

    m_app.enable_fps_controls();
    m_app.set_cam_smooth_factor(FPS_GAME_CAM_SMOOTH_FACTOR);
    m_app.set_cam_sensitivity(FPS_GAME_SENSITIVITY);
    
    setup_speaker_logic();
    
}

});


//////////////////////////////////////////////////////////////////////
// import the app module and start the app by calling the init method
//////////////////////////////////////////////////////////////////////

b4w.require("fotografia_app").init();
Alexandre Rangel
Quase-Cinema Lab
www.quasecinema.org
04 May 2017 01:59
Dear friends,

I have a project with many speaker objects, each playing a different audio file, when clicked. I used a switch select and play sound nodes for that. How could I stop all other audio files when I start playing a new one, so that they don't play together?

Thanks!
Alexandre Rangel
Quase-Cinema Lab
www.quasecinema.org
01 May 2017 15:54
Dear friends,

I'm a long time Blender and Blender Game Engine user (since 2000). I'm new to Blend4Web and I'm loving it. Congratulations for the great work being done!

I'm making a virtual gallery project with some 100 painting in it. Here's the project so far, with placeholder audio files: http://www.quasecinema.org/expo/

What I have done to play the audio files is a gigantic node tree , with 100 connections. When the user clicks on a painting, the corresponding audio plays.

Could the audio picking be done by scripting? To make things easier, each speaker has the same name of the painting, like object "paintingABC" has a speaker named "paintingABC.Speaker".
It would be great if the script could also stop all other audio playing before playing the selected one.

Thank you very much!
Alexandre Rangel
Quase-Cinema Lab
www.quasecinema.org