Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Chromium DinoNewsMic Loudness‑Driven Jumping
Game update

Mic Loudness‑Driven Jumping

Chromium Dino · published 19 Jul 2026, 16:09 UTC · build 24284341

All newsPlayers around this dateRead on Steam

1. Design Goals

  • Language‑agnostic: relies on loudness only, no speech recognition or NLP.

  • Camera‑free: works entirely via microphone, suitable for privacy‑sensitive or camera‑unavailable scenarios.

  • Offline capable: all processing runs client‑side, no network requests.

  • Low latency: response time ~1 frame (~16ms), ensuring real‑time interactivity.

2. Technical Implementation

  • Uses AnalyserNode from the Web Audio API to acquire time‑domain audio data and compute RMS (root mean square) as the loudness metric.

  • Introduces VoiceSource as the audio source manager, handling microphone initialization and audio stream processing.

  • Calibration workflow: guides users through measuring ambient noise floor and peak loudness on first use, dynamically adjusting jump trigger thresholds.

3. Interaction Logic

  • Two‑tier jump height:

    • Small jump: triggered at a lower threshold, with height identical to the existing keyboard jump for predictable control.

    • Big jump: requires higher loudness (e.g., a shout), providing a significantly higher jump.

  • Volume‑meter overlay: displays real‑time loudness levels, replacing the camera PiP with a clear visual indicator.

4. Mode Exclusivity

  • This mode is mutually exclusive with keyboard, hand‑tracking, and head‑tracking modes — only one input method is active at any time to avoid conflicts.

5. Resources & Performance

  • Zero new dependencies, fully based on the browser’s native Web Audio API — no increase in final bundle size.

  • Extremely low computational cost, suitable for low‑end devices.

More from Chromium Dino

Other announcements

All news
Major update17 Jul 2026Add Linux/Steam Deck SupportBuild linux-unpacked dir in build:steam script · Add Linux depot (4475443) to upload2steam, env-var overridable · electron-builder: Linux target, .desktop Categories, synopsis · Disable sandbox on Linux packaged builds (SUID not set in dist) · Auto-fullscreen on Steam Deck (SteamDeck=1 / SteamOS=1 env) · Fall back to keyboard input when no camera detected (e.g. Deck)Game update15 Jul 2026Dino Jump: Fully Restored Classic Chrome Dino Jump Physics – No More Floaty JumpThe dino's jump is now a faithful port of the original Chrome dino : identical height, arc, and speed feel. No more floaty "moon jumps." · Jump height is now one consistent curve across all difficulties — difficulty changes speed and obstacles, not how high you jump. · Slightly higher jump at high speed, matching the original. · Fixes: camera/gesture input type error and a build error.Game update21 Jun 2026Keep background in sync with active level biomeOn game start and restart the camera kept the previous run's sky colour, so a fresh desert run after reaching snow/space showed the wrong sky. Additionally, FIT-scale letterbox bands showed a fixed white container background, making non-desert biomes appear to only cover part of the screen with visible top/bottom bands. - Extract shared LEVEL_BG_COLORS map and reset camera background + level to…