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Should we add a warning for positional audio usage for iOS? #3435
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We are getting audio glitches with positional sounds, not only on iOS and not after some time but directly as soon as the app starts, on Chrome (92.0.4515.159)/Windows. Do you think it's related? Positional_audio.mp4 |
Issue persists when updating to Chrome latest version: 93.0.4577.63 We've tried a random WebGL example that uses spatial audio, no glitches there: In our PlayCanvas project we've tried both with compressed (mp3) and uncompressed (wav) audio files, it didn't make any difference. |
What kind of glitches am I listening out for? Static at the 3 sec mark? |
Yes, static from time to time. Still researching if it's specific to this machine or not, though on the Three.js example always works fine. |
To add here - I tried various audio formats/codecs and also recorded audio at different bitrates - none helped, so it must be something else. A quick look on the three sources, they use a different panning model - HRTF: And PC is not setting a panning model, which defaults it to |
I tested the 2021-09-06.22-17-23.mp4 |
There is a Chrome bug. Firefox affected too: https://bugs.chromium.org/p/chromium/issues/detail?id=1242647 |
I tried downloading the Threejs example and changed the sound to the engine sound that we have in our example. If I move closer to the audiosource I can hear crackling there too... And when I tried the original sound from threejs's example in PlayCanvas I didn't notice crackling. |
I found a related issue in Howler.js which points to different sample rates being used the potentially cause of the issue goldfire/howler.js#1141 (comment) |
Due to this issue on Webkit, positional audio usage on iOS causes the sound to be corrupt after a few minutes of play.
#2866
As it's an issue that affects every project on Webkit that uses positional, it's been suggested that we should add a warning 'somewhere' to advise users.
Suggestions have been:
A couple of things to consider.
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