- From: Olivier Thereaux <notifications@github.com>
- Date: Wed, 11 Sep 2013 07:29:54 -0700
- To: WebAudio/web-audio-api <web-audio-api@noreply.github.com>
- Message-ID: <WebAudio/web-audio-api/issues/113/24244441@github.com>
> [Original comment](https://www.w3.org/Bugs/Public/show_bug.cgi?id=17415#23) by Jussi Kalliokoski on W3C Bugzilla. Tue, 19 Jun 2012 14:43:58 GMT (In reply to [comment #22](#issuecomment-24244428)) > (In reply to [comment #20](#issuecomment-24244414)) > > Developers have to be conscious about performance and avoiding layout reflows > > anyway, why should this API be any different? > > I'd also like to add to this discussion that you can't really compare glitches > in graphics/animation to glitches in audio. In general we (humans) are much > more sensitive to glitches in audio than to frame drops in animation. You can > usually get away with a 100 ms loss in an animation every now and then, but you > can't as easily get away with a 1 ms glitch in your audio. > > Most systems (DVD, DVB etc) prioritize audio over video. This can be seen when > switching channels on some TV boxes for instance, where video stutters into > sync with the continuous audio - it's hardly noticeable, but it would be > horrible if it was the other way around (stuttering audio). > > In other words, an audio API should provide continuous operation even under > conditions when a graphics API fail to do so. Yes, this is why it is preferable to run audio in a real time / priority thread where possible, but it's not always possible, maybe due to the system or the nature of the application. --- Reply to this email directly or view it on GitHub: https://github.com/WebAudio/web-audio-api/issues/113#issuecomment-24244441
Received on Wednesday, 11 September 2013 14:36:19 UTC