- From: Mark <mark.boas@gmail.com>
- Date: Tue, 1 Feb 2011 09:49:24 +0100
- To: Ian Ni-Lewis <ilewis@google.com>
- Cc: Chris Rogers <crogers@google.com>, public-xg-audio@w3.org
- Message-ID: <AANLkTi=Khq61rnXv8_9LeUwPtzd9c9rpSViApz9iw_WF@mail.gmail.com>
Fantastic news! Taking a vacation sounds like a good plan. Cheers Mark On 1 February 2011 07:31, Ian Ni-Lewis <ilewis@google.com> wrote: > Awesome!! Great job Chris! > > Ian Ni-Lewis > Google Game Developer Advocate > > Sent from my Android mobile phone. > On Jan 31, 2011 4:04 PM, "Chris Rogers" <crogers@google.com> wrote: > > Hi Everybody, > > > > I'd like to announce that Google Chrome now supports the Web Audio API. > For > > now, it needs to be enabled in "about:flags" and runs on Mac OS X > (Windows > > and Linux are nearly ready!). I've updated the demo page with a link to > the > > binary: > > > > http://chromium.googlecode.com/svn/trunk/samples/audio/index.html > > > > In addition to the downloadable binary I've provided, the code has made > its > > way into the Chrome 10 release branch, and will be available in the > Chrome > > developer channel (updated weekly). > > > > As a side note, the Apple Safari binary is built from the same audio > engine > > code in WebKit. Not surprisingly, the experience in both the browsers is > > very similar when using the audio API. But I'm interested in any > > browser-specific bugs which people find. > > > > Here are some of the next things I plan to do: > > * Work on the final Windows and Linux porting work for Google Chrome > > * Take a vacation! > > * Develop comprehensive layout tests for the Web Audio API in WebKit. > This > > will result in a more stable and robust implementation, and can help the > > standardization process move further along. > > > > Cheers, > > Chris >
Received on Tuesday, 1 February 2011 08:56:29 UTC