- From: Anthony Bowyer-Lowe <anthony@lowbroweye.com>
- Date: Tue, 28 Feb 2012 11:26:21 +0000
- To: public-audio@w3.org
- Message-ID: <CAMCSOPVp5kqaXSrDFao=Qm+tjF13sRksGC2sAqYO1eKThSJ86w@mail.gmail.com>
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. Thoughts? Regards, Anthony.
Received on Tuesday, 28 February 2012 11:27:09 UTC