[Webkit-unassigned] [Bug 122560] scriptProcessor Node not working on iOS (Safari/Chrome)

bugzilla-daemon at webkit.org bugzilla-daemon at webkit.org
Mon Oct 14 11:01:06 PDT 2013


https://bugs.webkit.org/show_bug.cgi?id=122560


Leinho <leolib2004 at gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|UNCONFIRMED                 |RESOLVED
         Resolution|                            |FIXED




--- Comment #12 from Leinho <leolib2004 at gmail.com>  2013-10-14 10:59:52 PST ---
Thanks Jer Noble, It's working on iOS 7 now with the suggestion you made. It's a pity that it can not work on iOS 6. 

It can be noted that an upgrade was made to web audio api compliance on iOS 7 as a scriptProcessor Node can be used.

Thanks you very much!

(In reply to comment #11)
> Sorry for missing to erase that line.
> 
> But, the last one (2013-10-11 06:55 PST) is working on Safari. This code was uploaded in order to show you that I can use the context on Safari without problems even declaring in the onLoad method.
> 
> The one that I uploaded at 2013-10-11 05:21 PST is the update of my first version where I added another button to initialise the context. It is not working on iOS...
> 
> Thanks for the AudioBufferSourceNode advise, I knew it but I didn't solve it because that is another step in my development.
> 
> 
> 
> (In reply to comment #10)
> > There are still a number of problems with your example.  Namely, you have an assertion at line 33 of your most recent index.html, where setting 'context.sampleRate = 44100' fails because context is undefined.
> > 
> > You also need to recreate your AudioBufferSourceNode after calling stop(); each AudioBufferSourceNode can only be played once.  Please see the spec: <https://dvcs.w3.org/hg/audio/raw-file/tip/webaudio/specification.html#AudioBufferSourceNode>
> > 
> > You are still calling init() from window.onload, which is not a user event, so this code will still not work in Mobile Safari.  Try something like this:
> > 
> >     function Start_Audio()
> >     {
> >         if (!context)
> >             init();
> >     ...
> > 
> > 
> > And remove the 'window.onload = init' line.

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