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Potential addition to "UC 2: HTML5 game with audio effects, music" regarding playback interruptions.

From: Anthony Bowyer-Lowe <anthony@lowbroweye.com>
Date: Tue, 28 Feb 2012 11:26:21 +0000
Message-ID: <CAMCSOPVp5kqaXSrDFao=Qm+tjF13sRksGC2sAqYO1eKThSJ86w@mail.gmail.com>
To: public-audio@w3.org
Hi folks,

Obviously a bit late here but a potential addition to use case 2 comes to
my mind and I figured I'd raise it for discussion.

Somewhere in the use case description it could mention how during gameplay
the player receives a 'phone call and the game pauses all audio whilst the
call is handled. Upon returning to the game/App the music and sound effects
resume seamlessly.

(There is an obvious sibling case for when external interruptions on
non-mobile devices cause the player to manually pause the game.)

Additionally, pausing gameplay explicitly should pause all in-game sounds
but still allow UI interactions to trigger response SFX (button clicks,
etc). Simply muting all audio output is sub-optimal for reasons of
power/memory consumption (app/focus switching may cause virtual memory
purging), audio output contention, and unwanted side-effects if the
gameplay is tied to playback position (for tempo-related games).

Technically, this is likely more a consideration for the host
implementations and/or bespoke game SFX management logic rather than the
raw web audio API itself but I figure this need is worth consideration
nonetheless, particularly given that responding appropriately in these
situations may be an official technical requirement on some platforms.


Received on Tuesday, 28 February 2012 11:27:09 UTC

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