It was very cool to see how you combined Hoot with audio generation stuff! I loved the visualization but I had a hard time figuring out how to cancel the signals. A lot of the time I felt like I was adjusting sliders to no avail. I'm curious, why does it only work on Firefox and not Chrome?
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Because early on (like december and hoot 0.2) I decided to init audio context on page load. I carried this code over and only found out last day that chrome requires a user gesture before it will allow starting the audio context.
Of the time I got to work on it, most of it was figuring out how to get the hoot 0.2 stuff to compile on 0.4 because I'm a scheme noob and didn't understand import changes. With all the technical details identified now I'm going to make it more user friendly and will do an ANN on mailing list afterwards.
The game jam was a great spark to get back into things, much appreciated!
> why does it only work on Firefox and not Chrome?
Looks like there's more to it; linux/chromium isn't receiving the serialized wasm module when calling AudioWorkletNode.port.PostMessage
I'm going to try another platform after I can update the game when ratings are over. As a sanity check, I compiled a hello world wasm module with Go and tried to post it, also fails. The failure message, which can only be seen by setting `port.onmessageerror` in the AudioWorklet, only provides the very informative MessageEvent "messageerror" with no trace or anything :D
It's probably something silly on my part, this is definitely supposed to be supported.