On 13-01-14 6:30 PM, Tim Terriberry wrote:

> This sounds reasonable, though you still have the problem of what happens 
> when someone with a 5.1 speaker system hooked up to their desktop plugs in a 
> headset.

We get to pick whether we try to handle this ourselves or let the OS
up/downmix too. In practice, I don't think it matters that much. Many
'surround' audio devices/drivers will make something up when fed stereo
input. There are even a bunch of "surround sound demo" videos on
Youtube...which only supports stereo.

What does matter is properly spatializing audio for games. Our feedback
from designers is that headphones are very popular with gamers for both
performance and social reasons, so what I don't want is support for
surround playback on home theatre systems to eclipse headphone gaming.
We need to support both use cases well.

> Web Audio requires non-interleaved channels. I think we should adopt
> that everywhere we can.

These sounds fine. The only thing I worried about was float-only
support, but I supposed the performance difference on mobile isn't that
big a difference.

So: no channel mapping metadata, just reuse the speaker set and order
from WebAudio, which we hope will converge with the WAVE order and the
speaker sets Vorbis and Opus already support.

 -r
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