- 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/113/24244488@github.com>
> [Original comment](https://www.w3.org/Bugs/Public/show_bug.cgi?id=17415#29) by Jussi Kalliokoski on W3C Bugzilla. Wed, 20 Jun 2012 01:14:21 GMT (In reply to [comment #29](#issuecomment-24244480)) > (In reply to [comment #26](#issuecomment-24244453)) > > Still, no matter what we do, in some cases audio will not work as expected, > > will miss refills, and there's nothing we can do about it. > > With JS audio produced in Workers, the browser should be able to make audio > work reliably in any situation short of complete overload of the device. > > With JS audio on the main thread, audio will start failing as soon as a > badly-behaving page happens to share the same main thread as the audio page. > > That is a huge difference. > > > What we can do, > > however, is give the proper tools to handle these situations, including main > > thread audio processing that doesn't have to resort to manually transferring > > audio to a worker (or graphics to the main thread either), because that's even > > more expensive and likely to fail. > > 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. > > Are there any other use-cases that are problematic for audio production in > Workers? If Workers get access to canvas, at least I can't think of a (valid) reason why anyone would want to process audio in the main thread. :) --- Reply to this email directly or view it on GitHub: https://github.com/WebAudio/web-audio-api/issues/113#issuecomment-24244488
Received on Wednesday, 11 September 2013 14:30:37 UTC