Bug 70671
| Summary: | Web Audio's onprocessaudio event fires incorrectly | ||
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| Product: | WebKit | Reporter: | Grant Galitz <grantgalitz> |
| Component: | Web Audio | Assignee: | Nobody <webkit-unassigned> |
| Status: | RESOLVED WORKSFORME | ||
| Severity: | Normal | CC: | crogers, rtoy |
| Priority: | P2 | ||
| Version: | 528+ (Nightly build) | ||
| Hardware: | Unspecified | ||
| OS: | Unspecified | ||
| URL: | http://grantgalitz.org/gamecenter/#PokemonYellow | ||
Grant Galitz
I've noticed that the onprocessaudio event doesn't fire enough to fill web audio's internal buffering enough even during light CPU loads. This is the most prominent by far on the windows version of Google Chrome. You need flash disabled so the blacklisting (yeah, I had to blacklist since the problem is in web audio.) of web audio can then allow web audio in the case of no flash support being present.
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Raymond Toy
I ran this on Chrome Canary 17.0.963.0 on Windows. I went to about:plugins and disabled Flash. I don't notice any artifacts. Is there something else I need to do get webaudio to run instead of Flash? (Chrome task manager does not show that flash is running.)
Grant Galitz
Old bug that's no longer valid.