Game Developer
WingBeat
Browser-Based Rhythm Game with Real-Time Audio Analysis
60
FPS Target
7
Frequency Bands
<50ms
Beat Detection
Overview
Created a rhythm-action game that generates obstacles in real-time based on audio frequency analysis. The game uses Web Audio API with FFT processing to detect beats and create synchronized gameplay elements, delivering 60 FPS performance through optimized rendering techniques.
The same patterns (continuous data stream → processing → real-time display) apply to dashboards, monitoring systems, IoT applications, and any system requiring live data visualization with high performance.
!The Challenge
Browser-based rhythm game needed real-time audio analysis and procedural obstacle generation.
✓The Solution
Phaser 3 game with Web Audio API FFT processing, 7 frequency bands, beat detection, and object pooling for 60 FPS.
Technical Implementation
Real-Time Audio Analysis
- Web Audio API with AnalyserNode
- FFT frequency decomposition
- 7 logarithmic frequency bands
- Energy-based beat detection algorithm
- Sub-50ms detection latency
Procedural Generation
- Dynamic obstacle generation from audio
- Parametric curves using Bezier mathematics
- Difficulty scaling based on song intensity
- No pre-authored content required
Performance Optimization
- Object pooling to prevent GC pauses
- Visibility culling for off-screen objects
- Efficient sprite batching
- Frame-rate independent physics
Tech Stack
Framework
Phaser 3
Language
TypeScript
Audio
Web Audio APIFFT
Build
ViteWebpack
Backend
Supabase (leaderboards)
Skills Demonstrated
Phaser 3TypeScriptWeb Audio APIFFT AnalysisCanvas RenderingGame DevelopmentPerformance OptimizationProcedural Generation