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@@ -164,28 +164,24 @@ silence at a regular interval. Once the user approves the request, real
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audio data will flow. If the user denies it, the app is not informed and
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will just continue to receive silence.
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-SDL3 allows you to open the audio device at any time; it'll just throw away
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-audio data until the user interacts with the page, and then start feeding
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-the browser seamlessly, but for SDL2, you need to manage this yourself.
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-
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Modern web browsers will not permit web pages to produce sound before the
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-user has interacted with them; this is for several reasons, not the least
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-of which being that no one likes when a random browser tab suddenly starts
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-making noise and the user has to scramble to figure out which and silence
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-it.
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-
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-To solve this, most browsers will refuse to let a web app use the audio
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-subsystem at all before the user has interacted with (clicked on) the page
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-in a meaningful way. SDL-based apps also have to deal with this problem; if
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-the user hasn't interacted with the page, SDL_OpenAudioDevice will fail.
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-
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-There are two reasonable ways to deal with this: if you are writing some
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-sort of media player thing, where the user expects there to be a volume
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-control when you mouseover the canvas, just default that control to a muted
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-state; if the user clicks on the control to unmute it, on this first click,
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-open the audio device. This allows the media to play at start, the user can
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-reasonably opt-in to listening, and you never get access denied to the audio
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-device.
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+user has interacted with them (clicked or tapped on them, usually); this is
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+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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+to figure out which and silence it.
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+
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+SDL will allow you to open the audio device for playback in this
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+circumstance, and your audio callback will fire, but SDL will throw the audio
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+data away until the user interacts with the page. This helps apps that depend
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+on 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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+
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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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+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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+it, on this first click, open the audio device. 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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Many games do not have this sort of UI, and are more rigid about starting
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audio along with everything else at the start of the process. For these, your
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@@ -199,10 +195,6 @@ 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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for some Javascript code to steal for this approach.
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-SDL3 allows you to open the audio device at any time; it'll just throw away
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-audio data until the user interacts with the page, and then start feeding
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-the browser seamlessly, but for SDL2, you need to manage this yourself.
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-
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## Rendering
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@@ -323,11 +315,12 @@ When you debug from the browser's tools and hit a breakpoint, you can step
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through the actual C/C++ source code, though, which can be nice.
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If you try debugging in Firefox and it doesn't work well for no apparent
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-reason, try Chrome, and vice-versa. Sometimes it's just like that.
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+reason, try Chrome, and vice-versa. These tools are still relatively new,
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+and improving all the time.
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-SDL_Log() will write to the Javascript console, and honestly I find
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-printf-style debugging to be easier than setting up a build for proper
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-debugging, so use whatever tools work best for you.
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+SDL_Log() (or even plain old printf) will write to the Javascript console,
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+and honestly I find printf-style debugging to be easier than setting up a build
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+for proper debugging, so use whatever tools work best for you.
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## Questions?
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