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HowlerJS and Web Audio distortion across browsers, in GainNode? AudioBufferSourceNode?
Get the size of the screen, current web page and browser windowUsing HTML5/Canvas/JavaScript to take in-browser screenshotsPlaying audio with Javascript?Distorted sounds with Dartium and Web Audio API in DartWeb Audio API and mobile browsersDistorted audio in iOS 7.1 with WebAudio APIHTML5 Web Audio - Slowed down audio playback cuts off earlyWeb Audio API, MediaElementAudioSourceNode, SafariCommon sources of OpenAL distortion?Why state can be invalid in Web Audio in Safari after resume?
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty height:90px;width:728px;box-sizing:border-box;
I'm trying to understand how a Web Audio GainNode or AudioBufferSourceNode could introduce persistent audio distortion, as if an audio file or loaded data buffer is corrupt
Working on an HTML5 game, using only PIXI and Howler, and I've run into audio distortion in Safari, and Microsoft Edge.
Today and yesterday: reading HowlerJS code, reading the W3 spec for Web Audio API, and running dozens of controlled tests.
Game has a BGM loop, and many sound half-to-several-seconds sound effects that play on game events, sometimes very rapidly in succession. Also, unrelated, the BGM is regularly paused and resumed.
Current statistics:
- Run game naturally. Across dozens of tests, audio regularly begins distortion approximately 7 minutes into the gameplay, plus-minus 1 minute, in Safari. Previously 3 minutes plus-minus 30 seconds in Edge over many tests, but have done more testing and (apparently unrelated to audio) optimization and the tests in Edge are also now running about 7 minutes before distortion.
- Test for source data corruption:
- While current BGM is playing through a GainNode with distortion, a new GainNode is created by .play() on the Howl object using same cache[key] data source, playing simultaneously as the distorted sound.
- Later, using the IDs to pause/resume each sound, the new created GainNode from same source data is playing perfectly. The issue could also be in the AudioBufferSourceNode, but I cannot determine.
- The GainNode called Howler.masterGain remains unchanged.
- All audio files are 44100, being tested on desktop.
- In Safari, the looping distorted audio will become clear if I drag another window 50-90% overtop the Safari window, which threw me off for a while.
- The issue is triggered regularly in Safari and Edge but have never seen it in Chrome.
So I have to wonder if there is an internal buffer that the buffer data is copied to, and that is being corrupted, perhaps fragmented, but I've run out of ideas.
Is this a known issue dealing with Web Audio, and is there any work around?
javascript html5 audio web-audio howler.js
add a comment |
I'm trying to understand how a Web Audio GainNode or AudioBufferSourceNode could introduce persistent audio distortion, as if an audio file or loaded data buffer is corrupt
Working on an HTML5 game, using only PIXI and Howler, and I've run into audio distortion in Safari, and Microsoft Edge.
Today and yesterday: reading HowlerJS code, reading the W3 spec for Web Audio API, and running dozens of controlled tests.
Game has a BGM loop, and many sound half-to-several-seconds sound effects that play on game events, sometimes very rapidly in succession. Also, unrelated, the BGM is regularly paused and resumed.
Current statistics:
- Run game naturally. Across dozens of tests, audio regularly begins distortion approximately 7 minutes into the gameplay, plus-minus 1 minute, in Safari. Previously 3 minutes plus-minus 30 seconds in Edge over many tests, but have done more testing and (apparently unrelated to audio) optimization and the tests in Edge are also now running about 7 minutes before distortion.
- Test for source data corruption:
- While current BGM is playing through a GainNode with distortion, a new GainNode is created by .play() on the Howl object using same cache[key] data source, playing simultaneously as the distorted sound.
- Later, using the IDs to pause/resume each sound, the new created GainNode from same source data is playing perfectly. The issue could also be in the AudioBufferSourceNode, but I cannot determine.
- The GainNode called Howler.masterGain remains unchanged.
- All audio files are 44100, being tested on desktop.
- In Safari, the looping distorted audio will become clear if I drag another window 50-90% overtop the Safari window, which threw me off for a while.
- The issue is triggered regularly in Safari and Edge but have never seen it in Chrome.
So I have to wonder if there is an internal buffer that the buffer data is copied to, and that is being corrupted, perhaps fragmented, but I've run out of ideas.
Is this a known issue dealing with Web Audio, and is there any work around?
javascript html5 audio web-audio howler.js
add a comment |
I'm trying to understand how a Web Audio GainNode or AudioBufferSourceNode could introduce persistent audio distortion, as if an audio file or loaded data buffer is corrupt
Working on an HTML5 game, using only PIXI and Howler, and I've run into audio distortion in Safari, and Microsoft Edge.
Today and yesterday: reading HowlerJS code, reading the W3 spec for Web Audio API, and running dozens of controlled tests.
Game has a BGM loop, and many sound half-to-several-seconds sound effects that play on game events, sometimes very rapidly in succession. Also, unrelated, the BGM is regularly paused and resumed.
Current statistics:
- Run game naturally. Across dozens of tests, audio regularly begins distortion approximately 7 minutes into the gameplay, plus-minus 1 minute, in Safari. Previously 3 minutes plus-minus 30 seconds in Edge over many tests, but have done more testing and (apparently unrelated to audio) optimization and the tests in Edge are also now running about 7 minutes before distortion.
- Test for source data corruption:
- While current BGM is playing through a GainNode with distortion, a new GainNode is created by .play() on the Howl object using same cache[key] data source, playing simultaneously as the distorted sound.
- Later, using the IDs to pause/resume each sound, the new created GainNode from same source data is playing perfectly. The issue could also be in the AudioBufferSourceNode, but I cannot determine.
- The GainNode called Howler.masterGain remains unchanged.
- All audio files are 44100, being tested on desktop.
- In Safari, the looping distorted audio will become clear if I drag another window 50-90% overtop the Safari window, which threw me off for a while.
- The issue is triggered regularly in Safari and Edge but have never seen it in Chrome.
So I have to wonder if there is an internal buffer that the buffer data is copied to, and that is being corrupted, perhaps fragmented, but I've run out of ideas.
Is this a known issue dealing with Web Audio, and is there any work around?
javascript html5 audio web-audio howler.js
I'm trying to understand how a Web Audio GainNode or AudioBufferSourceNode could introduce persistent audio distortion, as if an audio file or loaded data buffer is corrupt
Working on an HTML5 game, using only PIXI and Howler, and I've run into audio distortion in Safari, and Microsoft Edge.
Today and yesterday: reading HowlerJS code, reading the W3 spec for Web Audio API, and running dozens of controlled tests.
Game has a BGM loop, and many sound half-to-several-seconds sound effects that play on game events, sometimes very rapidly in succession. Also, unrelated, the BGM is regularly paused and resumed.
Current statistics:
- Run game naturally. Across dozens of tests, audio regularly begins distortion approximately 7 minutes into the gameplay, plus-minus 1 minute, in Safari. Previously 3 minutes plus-minus 30 seconds in Edge over many tests, but have done more testing and (apparently unrelated to audio) optimization and the tests in Edge are also now running about 7 minutes before distortion.
- Test for source data corruption:
- While current BGM is playing through a GainNode with distortion, a new GainNode is created by .play() on the Howl object using same cache[key] data source, playing simultaneously as the distorted sound.
- Later, using the IDs to pause/resume each sound, the new created GainNode from same source data is playing perfectly. The issue could also be in the AudioBufferSourceNode, but I cannot determine.
- The GainNode called Howler.masterGain remains unchanged.
- All audio files are 44100, being tested on desktop.
- In Safari, the looping distorted audio will become clear if I drag another window 50-90% overtop the Safari window, which threw me off for a while.
- The issue is triggered regularly in Safari and Edge but have never seen it in Chrome.
So I have to wonder if there is an internal buffer that the buffer data is copied to, and that is being corrupted, perhaps fragmented, but I've run out of ideas.
Is this a known issue dealing with Web Audio, and is there any work around?
javascript html5 audio web-audio howler.js
javascript html5 audio web-audio howler.js
asked Mar 23 at 1:09
Tom PaceTom Pace
1,92412128
1,92412128
add a comment |
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