- From: Ehsan Akhgari <ehsan.akhgari@gmail.com>
- Date: Mon, 15 Apr 2013 11:43:38 -0400
- To: "public-audio@w3.org" <public-audio@w3.org>
- Message-ID: <CANTur_7O71AkztRNW0WmP+DxaH32PcSnZ+Y_urNfvhuFMLFXfA@mail.gmail.com>
WebKit and Blink implement a gain attribute on the AudioBufferSourceNode, and looking at the implementation, it works exactly as if the output of AudioBufferSourceNode was directly fed into a GainNode. However, this attribute is not spec'ed, and therefore Gecko doesn't implement it. Over in https://bugzilla.mozilla.org/show_bug.cgi?id=861591, we have a game which is relying on AudioBufferSourceNode.gain and breaks in Firefox Nightly because that attribute does not exist. We can do either of the following two thing: 1. The right thing to do: continue to not spec AudioBufferSourceNode.gain and remove it from both WebKit and Blink. I doubt that there is a lot of content out there using this attribute, given how late this bug was found in Gecko. 2. If WebKit/Blink is not willing to remove this non-standard attribute, then we should perhaps spec it. This will be sad, since this attribute doesn't really serve any purpose and it's unusual for a node to support the functionality of another node in this way. Regardless of the outcome of this discussion, I will try to reach out to the author of that game and ask them to change their code based on the Web Audio spec. Thanks! -- Ehsan <http://ehsanakhgari.org/>
Received on Monday, 15 April 2013 15:44:45 UTC