- From: <bugzilla@jessica.w3.org>
- Date: Sun, 08 Jul 2012 22:14:53 +0000
- To: public-audio@w3.org
https://www.w3.org/Bugs/Public/show_bug.cgi?id=17415 --- Comment #35 from Robert O'Callahan (Mozilla) <roc@ocallahan.org> 2012-07-08 22:14:53 UTC --- (In reply to comment #33) > The whole discussion about the main thread being very poor for audio streaming > seems to be somewhat overplayed. Proper web applications that use the main > thread should ration their event queue properly. See comment #21. (In reply to comment #34) > > For use-cases such as "run an emulator producing sound and graphics", the best > > solution is to provide Worker access to canvas as well as audio. Then you can > > have reliable audio and a reliable frame rate as well. > > What about lack of hardware acceleration? That'll block audio as long as gfx is > on the same thread as audio, which in my case is a must for low lag sync. If you must have audio on the same thread as graphics, and that causes glitches because the device is simply overloaded, then so be it; that is unavoidable. See comment #29. -- Configure bugmail: https://www.w3.org/Bugs/Public/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are on the CC list for the bug.
Received on Sunday, 8 July 2012 22:14:55 UTC