README-emscripten: updated notes on audio.
This still had a bunch of text that wasn't updated for SDL3's ability to deal with pre-user-interaction pages. Same idea, but changed text that suggested you have to wait to open the audio device.
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@@ -169,31 +169,33 @@ for several reasons, not the least of which being that no one likes when a
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random browser tab suddenly starts making noise and the user has to scramble
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random browser tab suddenly starts making noise and the user has to scramble
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to figure out which and silence it.
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to figure out which and silence it.
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SDL will allow you to open the audio device for playback in this
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SDL will allow you to open the audio device for playback in this circumstance,
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circumstance, and your audio callback will fire, but SDL will throw the audio
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and your audio streams will consume data, but SDL will throw the audio data
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data away until the user interacts with the page. This helps apps that depend
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away until the user interacts with the page. This helps apps that depend on
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on the audio callback to make progress, and also keeps audio playback in sync
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the audio callback to make progress, and also keeps audio playback in sync
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once the app is finally allowed to make noise.
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once the app is finally allowed to make noise.
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There are two reasonable ways to deal with the silence at the app level:
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There are two reasonable ways to deal with the silence at the app level:
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if you are writing some sort of media player thing, where the user expects
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if you are writing some sort of media player thing, where the user expects
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there to be a volume control when you mouseover the canvas, just default
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there to be a volume control when you mouseover the canvas, just default
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that control to a muted state; if the user clicks on the control to unmute
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that control to a muted state; if the user clicks on the control to unmute
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it, on this first click, open the audio device. This allows the media to
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it, on this first click, adjust your app's volume appropriately, and SDL will
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also start actually feeding the data to the browser. This allows the media to
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play at start, and the user can reasonably opt-in to listening.
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play at start, and the user can reasonably opt-in to listening.
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Many games do not have this sort of UI, and are more rigid about starting
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Many games do not have this sort of UI. For these, your best bet might be to
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audio along with everything else at the start of the process. For these, your
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write a little Javascript that puts up a "Click here to play!" UI, and upon
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best bet is to write a little Javascript that puts up a "Click here to play!"
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the user clicking, remove that UI and then call the Emscripten app's main()
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UI, and upon the user clicking, remove that UI and then call the Emscripten
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function. As far as the application knows, audio was able to play as soon as
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app's main() function. As far as the application knows, the audio device was
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the program started, and since this magic happens in a little Javascript, you
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available to be opened as soon as the program started, and since this magic
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don't have to change your C/C++ code at all to make it happen.
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happens in a little Javascript, you don't have to change your C/C++ code at
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all to make it happen.
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Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
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Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
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for some Javascript code to steal for this approach.
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for some Javascript code to steal for this approach.
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But if a game can just do without audio until the user clicks on the page,
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it will still operate correctly, as if the page was merely muted before then.
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## Rendering
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## Rendering
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