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  1. I had the same issue. For me I had to use the add() method, so something like onWhatever.add(my function goes here).
  2. Hi all, My goal is to create dynamic music that responds to what is happening in game. I am using Howler.js, but am happy to try other libraries. (Howler is pretty awesome, though!) The way I'm approaching this is to chop up my music into loopable blocks, and then "queue up" the next block at the end of the current block. For this, I am currently using Howler's once('end', ...) functionality, with a structure similar to: my_current_howl.once('end', function() { my_next_howl.play(); }); It works. It's fun. The only problem is, depending on the cpu load, there is a variabl
  3. Thanks for the reply! It's hard to ask the right question before I know what's possible, so forgive my difficulty. I played around a bit more, and I think I see the "purpose" of RenderTexture now, and can maybe phrase my question better: In this example: https://pixijs.io/examples/#/textures/render-texture-basic.js the bunny container "container" is rendered ("stamped") onto the RenderTexture instance "rt" with the command app.renderer.render(container, rt) My question was simpler than interpreted (my fault!). I was basically just asking if I could prevent the RenderTextu
  4. Hello, Is it possible to modify a texture on the fly? My goal is to have a bunch of particles (images) accumulate on the "floor" of my game, but there will be millions of these after playing some time, and I don't want to have a sprite for each! Instead, I'd like to just overwrite regions of the "floor" image and then recycle the sprites. This amounts to "stamping out" an image many times on a texture. After some searching I found RenderTexture, and it looks like it *might* do what I want, but probably not. Here is the code I've tried: // The goal is to create a floor that accumu
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