Web Audio Api Precise Looping In Different Browsers
Solution 1:
Some thoughts:
You're not really using Web Audio this way, you're still using audio elements as the source which doesn't help if you want to be able to achieve precise timing. You should load them into AudioBuffers and play them using an AudioBufferSourceNode.
If you absolutely want to use audio elements (because the files you use are really massive and you want to stream them) you probably want to use the loop property on it although i doubt if that ends up being precise and gapless.
Never use setInterval to get a callback every frame, use requestAnimationFrame
Don't use setInterval OR requestAnimationFrame to be able to achieve precise audio looping, the javascript thread is not precise enough to do that AND can be held up when other things take a bit more time, too many enemies in screen for example. You should be scheduling ahead of time now and then: https://www.html5rocks.com/en/tutorials/audio/scheduling/
AudioBufferSourceNodes have a loop boolean property which will loop them as precise as possible
Do realise that different audio-decoders (so: different browsers) MIGHT decode audiofiles slightly differently: some may have a few more ms on the start for example. This might become an issue when using multiple looping AudioBufferSourceNodes, which may all be running out of sync after an x amount of time. I always reschedule something on the exact time needed instead of using the loop property.
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