- From: Leonardo Martínez <leolib2004@gmail.com>
- Date: Tue, 8 Oct 2013 11:03:22 -0200
- To: Kaustubh Joshi <kdj.tikka@gmail.com>
- Cc: public-audio-dev@w3.org
- Message-ID: <CAMQquV4sKCReanUjkoKJ3Ov5ZRROB+odW=QEvo5ciY0YSEPEcQ@mail.gmail.com>
Hi, I will wait for more feedback from you! Thanks! On Tue, Oct 8, 2013 at 8:04 AM, Kaustubh Joshi <kdj.tikka@gmail.com> wrote: > Hi, > > I think on android there is some glitch issue; some patches have been > uploaded but not yet merged. > On iOS need to check with webkit > > br, > kdj > > > On Fri, Oct 4, 2013 at 6:23 PM, Leonardo Martínez <leolib2004@gmail.com>wrote: > >> Hello, >> >> The versions of Chrome that I am using are: >> >> Version 30.0.1599.66 for MAC (works perfectly) >> Version 29.0.1547.59 1547059 on Android 4.1.2 (lt26w, works but with >> glitches) >> Version 30.0.1599.16 on iOS 6.1.3, iPod Touch 5th (doesn't play any >> sound, I guess the onaudioprocess is not being triggered) >> >> Regards! >> >> >> >> >> On Fri, Oct 4, 2013 at 6:33 AM, Kaustubh Joshi <kdj.tikka@gmail.com>wrote: >> >>> Hi, >>> >>> Please let me know your chrome browser version. >>> Type on tab space to get --> chrome://version >>> >>> br, >>> kaustubh >>> >>> >>> On Thu, Oct 3, 2013 at 8:01 PM, Leonardo Martínez <leolib2004@gmail.com>wrote: >>> >>>> Hello, >>>> >>>> >>>> I have created an app in HTML 5 that generates white noise on its own >>>> using a ScriptProcessorNode (Google Chrome) or a JavaScriptNode (Safari). >>>> >>>> All is working fine for Google Chrome/Safari on my Mac and also in my >>>> Android phone (not to mention that the performance is really bad on my >>>> Xperia Acro S) but it is not working in Safari/Chrome on my iPod Touch 5th >>>> on iOS 6.1.2. >>>> >>>> >>>> >>>> The code is the following for initialization: >>>> >>>> >>>> >>>> window.AudioContext = window.AudioContext || window.webkitAudioContext; >>>> >>>> context = new AudioContext(); >>>> >>>> >>>> >>>> >>>> >>>> if(this.context.createScriptProcessor) >>>> >>>> { >>>> >>>> jsProcessor = context.createScriptProcessor(512, 0, 2); >>>> >>>> alert("Chrome Desktop/Android"); >>>> >>>> } >>>> >>>> else if(this.context.createJavaScriptNode) >>>> >>>> { >>>> >>>> jsProcessor= context.createJavaScriptNode(512,1,1); >>>> >>>> alert("Safari"); >>>> >>>> //adding 1 to node input make it works only for Safari on MAC >>>> >>>> } >>>> >>>> else >>>> >>>> { >>>> >>>> alert("No way"); >>>> >>>> } >>>> >>>> >>>> jsProcessor.onaudioprocess = generateWN; >>>> >>>> gainNode = context.createGainNode(); >>>> >>>> jsProcessor.connect(gainNode); >>>> >>>> gainNode.gain.value = 0.5; >>>> >>>> >>>> >>>> >>>> >>>> I have a button on the screen that when it is touched the gainNode is >>>> connected to context.destination or it's disconnected. I can see that >>>> onaudioprocess event is not triggered on my iPod (iOS 6.1.2 Safari and >>>> Chrome)... >>>> >>>> >>>> >>>> >>>> >>>> What am I doing wrong? Is something different from Safari/Chrome on iOS >>>> than for MAC that I am not considering? >>>> >>>> >>>> >>>> I need to create sound samples on the fly... If this work I would add a >>>> filter node to filter the white noise for generating other sounds as the >>>> user wants. >>>> >>>> >>>> Thanks! >>>> >>>> -- >>>> Leonardo. >>>> >>> >>> >> >> >> -- >> Leonardo. >> > > -- Leonardo.
Received on Tuesday, 8 October 2013 13:04:10 UTC