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Description
Problem
The current Electrobun GpuWindow path does not have audio parity with the browser or BrowserWindow path. In practice, examples using the GPU-native render path cannot rely on the existing webtau/audio helpers and have to drop audio feedback entirely or invent runtime-specific workarounds.
This leaves a noticeable capability hole for any game that depends on immediate sound feedback for hits, warnings, UI actions, or ambient state.
Why this matters
- Audio is part of gameplay feedback, not a nice-to-have.
- The portability story is weaker when render-mode changes also remove basic sound support.
- Every GPU-native example will otherwise re-solve the same adapter problem.
Suggested scope
- Define a minimal audio abstraction that can be satisfied in both DOM and non-DOM runtime paths.
- Keep parity focused on practical game needs first: resume/unlock, mute, master volume, and lightweight sound playback.
- Be explicit about what is and is not promised in GPU-native mode.
Candidate directions
- Extend
webtau/audiobehind an adapter boundary so native runtimes can provide an implementation - Ship a minimal Electrobun-native audio adapter for the supported GPU path
- Provide a capability check plus fallback behavior when the runtime cannot satisfy the full surface
Acceptance criteria
- GPU-native examples can play basic gameplay/UI audio without app-specific hacks.
- The supported surface and limitations are documented.
- The API shape remains usable from shared gameplay code.
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