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function u(t) {
} //
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u(t) is called 60 times per second. t: Elapsed time in seconds. S: Shorthand for Math.sin. C: Shorthand for Math.cos. T: Shorthand for Math.tan. R: Function that generates rgba-strings, usage ex.: R(255, 255, 255, 0.5) c: A 1920x1080 canvas. x: A 2D context for that canvas.
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function u(t) {

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  • u/lionleaf
    Man, I was not expecting sound. Is there a way we could make all sound dweets click to play/unmute?
  • u/f8f82804
    I try really hard to make my audio dweets stop when you scroll away. Other than that, I'm not sure how to tackle it from the site side... With speechSynthesis we can just add pause() and resume() calls to the dweet pausing/resuming code (see https://developer.mozilla.org/en-US/docs/Web…). For AudioContext however, I think we'd need a set of bindings to create instances that register them with the dweet pause/resume hooks.
  • u/f8f82804
    I also just realized that firefox won't mute speechSynthesis even though it shows an audio icon...
  • u/yonatan
    Chrome won't mute it either.
  • u/katkip
    That's genius
  • u/joeytwiddle
    @f8f82804 The first stage, we can simply not autoplay audio dweets. https://git.io/fA2Bp

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u(t) is called 60 times per second. t: elapsed time in seconds. c: A 1920x1080 canvas. x: A 2D context for that canvas. S: Math.sin C: Math.cos T: Math.tan R: Generates rgba-strings, ex.: R(255, 255, 255, 0.5)