- From: Chris Wilson <cwilso@google.com>
- Date: Wed, 20 Mar 2013 14:58:19 -0700
- To: Ehsan Akhgari <ehsan.akhgari@gmail.com>
- Cc: public-audio@w3.org
- Message-ID: <CAJK2wqVMXbEnFOoVd-csu0f0kw8gW6wfVkm+1-HQj5oixO2J0g@mail.gmail.com>
I meant scheduling a stop(startTime+duration*loops). That shouldn't be driven from the main thread at all, should it? On Mar 20, 2013 2:35 PM, "Ehsan Akhgari" <ehsan.akhgari@gmail.com> wrote: > 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 21:58:48 UTC