[Webkit-unassigned] [Bug 106621] Web Audio Api noteoff/stop is not releasing memory - crash
bugzilla-daemon at webkit.org
bugzilla-daemon at webkit.org
Fri Jan 11 10:42:02 PST 2013
https://bugs.webkit.org/show_bug.cgi?id=106621
Chris Rogers <crogers at google.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|UNCONFIRMED |RESOLVED
Resolution| |INVALID
--- Comment #1 from Chris Rogers <crogers at google.com> 2013-01-11 10:43:53 PST ---
(In reply to comment #0)
> Large or small. oneshot sources are not releasing buffers and will eat whole ram.
> unfortunately there is no way to do it manually like it is in webgl right now.
> following sample crashes webkit both mobile and dektop.as result of memory depletion ?
> current ipad2 mobile safari ios 6.0.1 crash after 8 oneshots played.
> current chrome 24.0.1312.52m crash after 17 oneshots played.
>
>
> var context = new webkitAudioContext();
> var total=0;
>
> function onTouchStart(){
> setInterval(function(){
> total+=10;
> var source = context.createBufferSource();
> source.connect(context.destination);
> source.buffer=context.createBuffer(1, 10*1024*1024, context.sampleRate);
It's very unusual to create a "new" distinct buffer for playing each sound. It's much better to
create a single buffer, then use the same one for each AudioBufferSourceNode.
This is a very artificial test which creates very huge buffers, which will of course eat up memory very quickly.
It's also possible to do this in a number of other ways such as creating huge Float32Arrays, etc.
> source.noteOn(0);
> source.noteOff(0); // acording to w3c spec resources should be deleted immediately.
> console.log(total,'mb');
> },1000);
> }
>
> document.addEventListener( "touchstart", onTouchStart );
> document.addEventListener( "click", onTouchStart );
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