If I attempt to load a BABYLON.Sound using a NullEngine in a WebWorker, I get the error “Oe.a.audioEngine is undefined”. Is this expected behavior?
Obviously the sound isn’t actually doing anything here, but for simplicity the webworker has some code copied from the main window thread and it’d be nice not to have to create a separate version safe for this webworker context.
As a bit of background, this WebWorker is responsible for creating custom meshes in the background to avoid freezing the world.
I know this is a bit of an odd use-case, and obviously isn’t vital, just wanted to clarify on expected behavior.