- From: duanyao <duanyao@ustc.edu>
- Date: Wed, 20 Aug 2014 19:58:34 +0800
- To: Philip Jägenstedt <philipj@opera.com>
- Cc: WHATWG <whatwg@whatwg.org>
于 2014年08月20日 19:26, Philip Jägenstedt 写道: > 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. Such limitation also affects seeking, not only memory-saving feature, and the spec allows "quality-of-implementation issue", so I think this is acceptable. Additionally, a media in memory-saving state must be paused, I think users won't care about the small error of resuming position. > > Philip
Received on Wednesday, 20 August 2014 12:00:02 UTC