Earlier quoted context omitted.
that sounds awesome! do you recall what it was? i'd love to check it out. (and thanks!)
Comedy Night. It’s on steam. There’s plenty of YouTube videos. Viewer beware, I expect a lot of it to be edgy cringe.
Show HN: Mic Drop, a real-time multiplayer karaoke game
11–20 of 48 posts
Re: Show HN: Mic Drop, a real-time multiplayer karaoke game
#12Re: Show HN: Mic Drop, a real-time multiplayer karaoke game
#13curious how you keep the lyric highlight in sync across players given this is browser audio, not a native client. each phone's audio pipeline has different buffering (bluetooth headphones alone can add 100-200ms of latency depending on the device), so if the highlighted line advances off local playback position rather than a shared server clock, two players on the same "beat" can end up seeing different words highlig…
Metadata tracks aren't formally part of the spec but there's ways to either inject it into the video frame data payload or encode them to audio.
There's libraries like LiveKit that abstract this and make meta tracks easy.
Re: Show HN: Mic Drop, a real-time multiplayer karaoke game
#14Re: Show HN: Mic Drop, a real-time multiplayer karaoke game
#15Re: Show HN: Mic Drop, a real-time multiplayer karaoke game
#16Karaoke is kinda over-selling it. The entire game is just a 1-word prompt. Calling it a Singing game seems more accurate.
Re: Show HN: Mic Drop, a real-time multiplayer karaoke game
#17curious how you keep the lyric highlight in sync across players given this is browser audio, not a native client. each phone's audio pipeline has different buffering (bluetooth headphones alone can add 100-200ms of latency depending on the device), so if the highlighted line advances off local playback position rather than a shared server clock, two players on the same "beat" can end up seeing different words highlig…
Re: Show HN: Mic Drop, a real-time multiplayer karaoke game
#18Re: Show HN: Mic Drop, a real-time multiplayer karaoke game
#19curious how you keep the lyric highlight in sync across players given this is browser audio, not a native client. each phone's audio pipeline has different buffering (bluetooth headphones alone can add 100-200ms of latency depending on the device), so if the highlighted line advances off local playback position rather than a shared server clock, two players on the same "beat" can end up seeing different words highlig…
I'm not the developer but I'd venture that it's a WebRTC "metadata track" over the same MediaStream the audio is going through. Metadata tracks aren't formally part of the spec but there's ways to either inject it into the video frame data payload or encode them to audio. There's libraries like LiveKit that abstract this and make meta tracks easy.