Browser as Game Engine - Experimental Approach on Investigating Ways to Implement Music Elements into Games which are Programmed with Modern Web Technologies.
Author
Kalmus, Kristjan
Term
4. term
Education
Publication year
2014
Submitted on
2014-05-26
Pages
89
Abstract
Denne afhandling undersøger, hvordan indbyggede webteknologier kan bruges til at tilføje lyd i browserbaserede spil skrevet med standard web-sprog. Med HTML5 kom der native lyd via <audio>-tagget og Web Audio API (som på undersøgelsestidspunktet stadig var under udvikling). Det centrale spørgsmål er, hvordan disse to muligheder klarer sig i forhold til hinanden, og hvordan de kan bruges mest effektivt for at give den bedste bruger- og lytteoplevelse. Den teoretiske del gennemgår lydens rolle i spil gennem historien, hvorfor lyd er vigtig, hvilke typer lyd der bruges, og hvilke tekniske begrænsninger der gælder, samt branchens teknikker til at omgå dem. Dette skaber en forståelse af den aktuelle situation for spil-lyd på nettet. For at undersøge de praktiske forskelle blev der udviklet to testwebsider, én til <audio>-tagget og én til Web Audio API, og der blev analyseret ydeevne, begrænsninger og anvendelighed. Resultaterne viser, at hver tilgang har sine egne begrænsninger og udfordringer, som udviklere må forholde sig til. Afhandlingen munder ud i et sæt retningslinjer, som kan hjælpe med at implementere lyd på nettet og afbøde nogle af de begrænsninger, som web- og lydteknologier medfører.
This thesis examines how built-in web technologies can be used to add sound to browser-based games written with standard web languages. With HTML5, native audio became available through the <audio> tag and the Web Audio API (which, at the time of the study, was still evolving). The central question is how these two options compare and how each can be used most effectively to deliver the best user and listening experience. The theoretical background covers the role of audio in games over time, why sound matters, the types of audio commonly used, and the technical limits developers face, along with industry techniques to work around them. This provides a picture of the current state of game audio on the web. To explore practical differences, two test web pages were built, one for the <audio> tag and one for the Web Audio API, and performance, limitations, and real-world usability were analyzed. The findings show that each approach has its own constraints and challenges that developers need to plan for. The thesis concludes with a set of guidelines to help implement audio on the web and to mitigate some of the limitations inherent in web and audio technologies.
[This abstract was generated with the help of AI]
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