audio not stopping at correct time when using some Audio Sprites

RESOLVED WORKSFORME

Status

()

Core
Audio/Video
RESOLVED WORKSFORME
4 years ago
4 years ago

People

(Reporter: ajscarvalho, Unassigned)

Tracking

25 Branch
x86
Linux
Points:
---

Firefox Tracking Flags

(Not tracked)

Details

(Reporter)

Description

4 years ago
User Agent: Mozilla/5.0 (X11; Linux i686) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/31.0.1650.57 Safari/537.36

Steps to reproduce:

created several audio sprites (m4a, ogg, mp3)
when playing m4a audio sprite and trying to stop the audio at the end of the sprite segment, it keeps playing for a while. 

on audio onTimeUpdate event test audio.currentTime against spriteSegmentEndTime
if currentTime is greater or equal than spriteSegmentEndTime then pause()

It seems that the reported currentTime is wrong. (Had a similar issue on android that I solved using a CBR mp3 file)


Actual results:

play started at correct time, but played longer than it should (played about 1 to 2 seconds longer)


Expected results:

audio should stop playing at the end of the segment
Is this still an Issue against a recent Firefox version and/or Nightly?

If yes, can you hook up a demo/testcase?
Flags: needinfo?(ajscarvalho)
(Reporter)

Comment 2

4 years ago
I really don't know anymore, I think I made Firefox read a different audio file, or converted the audio file. I have a working production example in http://abc.kids.sapo.pt launched December 2013, if you care.
Don't see any issues when pausing audio there.
feel free to reopen if this still exists on your end, ideally with a smallish self-contained testcase.
Status: UNCONFIRMED → RESOLVED
Last Resolved: 4 years ago
Flags: needinfo?(ajscarvalho)
Resolution: --- → WORKSFORME
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