Wonderland Engine 1.5.2 - Audio Encoding and Bugfixes
Audio encoding, quality-of-life changes, and stability improvements.
Audio Encoding
Audio clip resources were added in 1.5.0. They significantly improved the deployment workflow, but were still missing an important feature: Audio encoding!
A frequent download-size culprit in 3D, WebAR, and WebXR projects is the size of the audio files: often WAV, or FLAC files slip into deployments and make up a surprising portion of the package size.
Wonderland now compresses any raw audio resources (.wav and .flac) to OPUS – a modern royalty-free audio standard supported by all major browsers. The resulting stream is serialized into a WEBM container.
Files are compressed to 96kbit/s VBR, roughly comparable in quality to MP3 at 192kbit/s. This means OPUS is higher quality at smaller sizes.
We may expose compression settings in a future version. If you supply pre-compressed audio files, Wonderland Editor will not transcode them. You are free to use audio with a different quality or codec altogether.
Editor Plugins
For plugin packages, we are moving package.json metadata to help Wonderland Editor find plugins:
Changelog
Editor
- Improve pipeline blending default values. When enabling blending on a new pipeline, you now get standard alpha blending out of the box.
- Transcode uncompressed audio clip resources to Opus
- Update VR project template to use audio clips
- Move exposure from HDR settings to a per-view property
- Restore JS component property order in UI to match declaration order
- Improve handling of JS component property type changes
- Fix custom localization terms
- Support more mimetypes in web server
- Fix gzipping of deploy folder to work on first package
- Fix occasional crash when creating materials or reordering pipelines
- Add zappar-publish-plugin to Plugins view
Engine
- Update to latest Slug Library
- Apply exposure in all standard shaders, even if Bloom is disabled
JS API
- Remove extraneous localization .bin file fetch
- Add
ViewComponent.exposure
