Is there an in-engine way to obfuscate audio files before exporting as HTML5?

Not favoritedFavorited Favorited 0 favourites
  • 2 posts
From the Asset Store
75 vehicle sound effects, from real looping car engines to jet aircraft and sci-fi engines.
  • I'm working on a web-based rhythm game, and some of my terms of use for music says that I can't host it where people can easily download it. Is there an in engine/during export way that makes it so the audio files are encrypted/harder to find? I don't at all condone music piracy so this would be a great way to help prevent that. Sadly, I can't do much with the HTTPS headers that my hosting service provides and I don't really like copyright infringment.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It's not supported, and it's particularly tricky to support efficiently for music, because normally music streams (downloading and decoding chunks of audio at a time) using the built-in browser support. If files were obfuscated it would probably have to deoptimize that and fully download and decode music files before starting playback, causing a longer playback delay and higher memory use.

    As far as I'm aware, virtually all web games just serve audio as-is. It's not like you're providing a download button for the audio. You'd still have to use developer tools to find the URL for the audio to download, and I think you could argue that is not easy access to download a file. If that was still regarded as easy access by some legal terms, to be honest I don't think that's a reasonable restriction for a web game.

Jump to:
Active Users
There are 0 visitors browsing this topic (0 users and 0 guests)