- From: Jerome Etienne <jerome.etienne@gmail.com>
- Date: Wed, 21 Mar 2012 05:30:37 +0100
- To: Chris Rogers <crogers@google.com>
- Cc: public-audio@w3.org
On Tue, Mar 20, 2012 at 8:34 PM, Chris Rogers <crogers@google.com> wrote: > On Tue, Mar 20, 2012 at 12:29 AM, Jerome Etienne <jerome.etienne@gmail.com> >> Nevertheless in a game, a sound is played many-many times. So >> BufferSource javascript object needs to be recreated, fully >> reconfigured and reconnect every time you play it. This is rather >> cumbersome for the developer. How can i clone an existing BufferSource >> ? maybe somebody did a javascript function on top of the spec ? > > > Although it may seem strange at first, I think it's straight-forward and > works quite well. There are a few tutorials/blogs explaining how this > works, for example: > > Please see the playSound() function here: > http://www.html5rocks.com/en/tutorials/webaudio/intro/ i read this tutorial. in fact i read all tutorials about webaudio i could find on html5rock. i failed to find one which explain how to *clone* a buffersource, aka copy an existing buffersource. i only found how to *create* one. did i miss it ? > It's only a few lines of JavaScript which is wrapped up in a function which > is simple to call each time a particular sound needs to be played. I asuppose i want to play a sound several time ? how can i do that ? what is the recommended way ? Is it to create a function which init the buffersource node, and call it to recreate the node at every occurance ? how to do that efficiently ?
Received on Wednesday, 21 March 2012 04:31:06 UTC