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Add audio engine v2 #15839
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Add audio engine v2 #15839
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Am I remembering correctly from previous conversations that the new audio engine will implement the existing interfaces, or no? |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/15839/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/15839/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/15839/merge#BCU1XR#0 |
Yes, this is something we discussed as a possibility. |
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It is not needed. The sound plays without adding it to the document body.
This is particularly important for Vision Pro because it suspends/interrupts the audio context when exiting immersive mode.
The WebAudio-based streaming sound class's underlying `HTMLMediaElement` play and stop functions don't have `waitTime` parameters like the static sound class's `AudioBufferSourceNode` does. I tried implementing them in the streaming sound class using `setTimeout`, but the timing is too flaky, so this change removes the parameter completely. Note that the `waitTime` parameter for the static sound classes remains, but it is moved to the end of the parameter list so the streaming and static sound class play signatures are consistent with each other.
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Visualization tests for WebGPU |
WebGL2 visualization test reporter: |
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🎉
This change adds the initial audio engine v2 implementation and introduces the API for sound and streaming sound creation and playback, in addition to audio buses (formerly known as SoundTracks).