| Summary: | Lag/Latency when playing audio, breaks puzzlescript.net on safari | ||||||
|---|---|---|---|---|---|---|---|
| Product: | WebKit | Reporter: | Stephen Lavelle <analytic> | ||||
| Component: | New Bugs | Assignee: | Nobody <webkit-unassigned> | ||||
| Status: | NEW --- | ||||||
| Severity: | Normal | ||||||
| Priority: | P2 | ||||||
| Version: | 528+ (Nightly build) | ||||||
| Hardware: | Mac | ||||||
| OS: | OS X 10.9 | ||||||
| Attachments: |
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Created attachment 229202 [details] Click the button, notice latency, clicking lots of times doesn't help. There's a bit lag when using audio tags. Check out the demo and click the play sound button, and notice the delay before hearing the sound. This doesn't occur in chrome or firefox. I've had several users report this, though it's not universal. It makes games made with the engine really unplayable for a lot of people in safari. There are workarounds for audio latency in general using webkitAudioContext - but because the engine generates sound URLs, and because I can't find any way of populating an audiobuffer without using XMLHttpRequest (I've asked around quite a bit and can't find any alternatives), and because safari treats data URIs as being cross-origin requests, I'm stumped. I thought that using cloneNode().Play() might have been a problem, but even just playing a single audio file once gives this problem (try remove cloneNode() from the example html file).