- From: Ehsan Akhgari <ehsan.akhgari@gmail.com>
- Date: Wed, 20 Mar 2013 17:35:12 -0400
- To: Chris Wilson <cwilso@google.com>
- Cc: "public-audio@w3.org" <public-audio@w3.org>
- Message-ID: <CANTur_5saqj01F-k3MqKHXTxqUozD7eMwsOTJn2-iKymXFmeyg@mail.gmail.com>
No, I'm not specifically talking about playback rate change. The problem with relying on calling stop() is that stop() is driven off of the main thread, which makes it tricky to call it at the exact right time, which means that we will either cut the last iteration of the loop prematurely or we'll overplay from loopStart shortly before stop() manages to actually stop the playback. -- Ehsan <http://ehsanakhgari.org/> On Wed, Mar 20, 2013 at 5:26 PM, Chris Wilson <cwilso@google.com> wrote: > I presume you mean in case playback rate is changed? Otherwise you can > just call stop() for now +duration*loops. > On Mar 20, 2013 2:22 PM, "Ehsan Akhgari" <ehsan.akhgari@gmail.com> wrote: > >> There are use cases where you want to loop over an AudioBufferSourceNode >> a specific number of times. I think that in the current spec, the only way >> to do that accurately would be to copy the same content enough number of >> times after in the buffer. I think this could be a useful feature for us >> to support, and I think we can do that by adding a loopRounds (bikeshedding >> on the name to be done later ;) attribute to AudioBufferSourceNode, which >> basically stops the loop after loopRounds rounds if stop() is not called >> beforehand. >> >> What do you all think about this? >> >> Thanks! >> -- >> Ehsan >> <http://ehsanakhgari.org/> >> >
Received on Wednesday, 20 March 2013 21:36:20 UTC