Not to take away from this game, but I had a friend who said he got lots of joy from Smule. IIRC it connects you with a random stranger, you can opt into having it auto-tune your voice, and you sing duets.<p>It's been out for 14 years?<p><a href="https://www.smule.com/" rel="nofollow">https://www.smule.com/</a><p>lots of sample videos on the site. I never had the nerve to play nor a place I'd feel comfortable singing out loud (apartments with thin walls)
Nice one! I built something similar [1]. It has you type in the name of the actual song and artist and the game compares it to a database of lyrics. The goal is to find as many songs as possible that contain a given word (or one of its derivatives) within one minute. Getting actual lyrics was the hardest part, so not all songs are in there.<p>[1] <a href="https://deriese.net/songs.html?t=hn" rel="nofollow">https://deriese.net/songs.html?t=hn</a>
I played this as a camp game when I was younger. You formed teams and just had to sing a song with a generic word like "love". Cute
I saw a real time multiplayer comedy open mic night game. I felt the premise was just fantastic even if it’s a moderation atom bomb.<p>That and this are clever ideas.
This looks fun! Had to open two tabs on my phone to test it before I consider sending it out to others. I often play a “sing a song from a word” game with my sister so it’s cool to see a framework around it.
Karaoke is kinda over-selling it. The entire game is just a 1-word prompt. Calling it a Singing game seems more accurate.
wow. thats an amazing concept.
nice
curious 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 highlighted, which matters a lot for a game about lyrical timing. also on iOS safari specifically, an audio element started from one gesture and then paused/resumed later (someone switching tabs to grab a drink) can get stuck needing another user tap to resume playback, which for a fast round based party game would just look like the game silently broke for that person mid round.
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.<p>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.<p>There's libraries like LiveKit that abstract this and make meta tracks easy.
the game doesn't play or stream any audio (though i think maybe a countdown timer or other fun sound effects would be nice)<p>players usually either a) play in real life on their phones or b) use something like Google Meet or Discord to sing their lyrics<p>that being said, the "buzz in" feature is sensitive to latency (but, in my experience, it usually takes players a few seconds to think of a song that fits the target word anyway)
It isn't a karaoke game there are no lyrics to sync.