mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-03-20 15:51:07 +01:00
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.
This commit is contained in:
@@ -169,31 +169,33 @@ for several reasons, not the least of which being that no one likes when a
|
||||
random browser tab suddenly starts making noise and the user has to scramble
|
||||
to figure out which and silence it.
|
||||
|
||||
SDL will allow you to open the audio device for playback in this
|
||||
circumstance, and your audio callback will fire, but SDL will throw the audio
|
||||
data away until the user interacts with the page. This helps apps that depend
|
||||
on the audio callback to make progress, and also keeps audio playback in sync
|
||||
SDL will allow you to open the audio device for playback in this circumstance,
|
||||
and your audio streams will consume data, but SDL will throw the audio data
|
||||
away until the user interacts with the page. This helps apps that depend on
|
||||
the audio callback to make progress, and also keeps audio playback in sync
|
||||
once the app is finally allowed to make noise.
|
||||
|
||||
There are two reasonable ways to deal with the silence at the app level:
|
||||
if you are writing some sort of media player thing, where the user expects
|
||||
there to be a volume control when you mouseover the canvas, just default
|
||||
that control to a muted state; if the user clicks on the control to unmute
|
||||
it, on this first click, open the audio device. This allows the media to
|
||||
it, on this first click, adjust your app's volume appropriately, and SDL will
|
||||
also start actually feeding the data to the browser. This allows the media to
|
||||
play at start, and the user can reasonably opt-in to listening.
|
||||
|
||||
Many games do not have this sort of UI, and are more rigid about starting
|
||||
audio along with everything else at the start of the process. For these, your
|
||||
best bet is to write a little Javascript that puts up a "Click here to play!"
|
||||
UI, and upon the user clicking, remove that UI and then call the Emscripten
|
||||
app's main() function. As far as the application knows, the audio device was
|
||||
available to be opened as soon as the program started, and since this magic
|
||||
happens in a little Javascript, you don't have to change your C/C++ code at
|
||||
all to make it happen.
|
||||
Many games do not have this sort of UI. For these, your best bet might be to
|
||||
write a little Javascript that puts up a "Click here to play!" UI, and upon
|
||||
the user clicking, remove that UI and then call the Emscripten app's main()
|
||||
function. As far as the application knows, audio was able to play as soon as
|
||||
the program started, and since this magic happens in a little Javascript, you
|
||||
don't have to change your C/C++ code at all to make it happen.
|
||||
|
||||
Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
|
||||
for some Javascript code to steal for this approach.
|
||||
|
||||
But if a game can just do without audio until the user clicks on the page,
|
||||
it will still operate correctly, as if the page was merely muted before then.
|
||||
|
||||
|
||||
## Rendering
|
||||
|
||||
|
||||
Reference in New Issue
Block a user