- From: Patrick Martin <notifications@github.com>
- Date: Fri, 18 Oct 2013 09:28:46 -0700
- To: WebAudio/web-audio-api <web-audio-api@noreply.github.com>
- Message-ID: <WebAudio/web-audio-api/issues/265@github.com>
The specification/implementations do not address this crucial aspect of modern audio apis. The reason why this is so important is that most modern game-engines require these features in order to provide varied and streaming audio, the current solution it seems is to provide pre-canned audio files which are played back when events occur but this results in games sounding horrible, you get a few pre-recorded audio pieces in a loop. The ability to continuously play back audio that has been synthesized in chunks is essential, calling a JavaScript node continuously is inefficient in a large application. The specification needs a way to schedule exact, and precise streaming playback of consecutive audio buffers. The simplest solution to this is to add a startImmediatelyAfter() function, but their are other ways as well (for instance providing a start after x number of samples method). Explanation of the issue/test case: https://dl.dropboxusercontent.com/u/40949268/Bugs/beep.html Relevant emscripten Code: https://github.com/kripken/emscripten/blob/a08253a00a0c37563ffabb3163de8088bca23933/src/library_sdl.js#L1481 Original topic: http://lists.w3.org/Archives/Public/public-audio/2013AprJun/0546.html --- Reply to this email directly or view it on GitHub: https://github.com/WebAudio/web-audio-api/issues/265
Received on Friday, 18 October 2013 16:29:14 UTC