于 2014年08月20日 19:26, Philip Jägenstedt 写道:
On Wed, Aug 20, 2014 at 12:04 PM, duanyao <duan...@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 <duan...@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


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