- From: Philip Jägenstedt <philipj@opera.com>
- Date: Wed, 20 Aug 2014 13:26:05 +0200
- To: duanyao <duanyao@ustc.edu>
- Cc: WHATWG <whatwg@whatwg.org>
On Wed, Aug 20, 2014 at 12:04 PM, duanyao <duanyao@ustc.edu> wrote: > 于 2014年08月20日 15:52, Philip Jägenstedt 写道: > >> On Tue, Aug 19, 2014 at 3:54 PM, duanyao <duanyao@ustc.edu> wrote: >>> >>> I'm not familiar with game programing. Are sound effects small audio >>> files >>> that are usually >>> played as a whole? Then it should be safe to recreate the pipeline. >> >> There's also a trick called audio sprites where you put all sound >> effects into a single file with some silence in between and then seek >> to the appropriate offset. > > I think if UA can get and set currentTime property accurately, it should be > able to recreate the pipeline > with the same accuracy. What are the main factors limiting the accuracy? I don't know, but would guess that not all media frameworks can seek to an exact audio sample but only to the beginning of a video frame or an audio frame, in which case currentTime would be slightly off. One could just lie about currentTime until playback continues, though. Philip
Received on Wednesday, 20 August 2014 11:26:35 UTC