Status: Unconfirmed
Owner: ----
Labels: Cr-Platform-Extensions Pri-2 Via-Wizard Type-Bug OS-Mac
New issue 543853 by
dshekht...@hubspot.com: canplaythrough event firing
hundreds of times per second
https://code.google.com/p/chromium/issues/detail?id=543853
UserAgent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_10_4)
AppleWebKit/537.36 (KHTML, like Gecko) Chrome/46.0.2490.71 Safari/537.36
Steps to reproduce the problem:
This is difficult for you to reproduce because it involves authenticating
into a system that you cannot auth to.
What is the expected behavior?
There is some code in this extension (I wrote it) like:
var ring = new Audio('/audio/ring1.ogg');
chrome.storage.sync.get(function(settings) {
ring.src = '/audio/'+settings.ringType+'.ogg';
ring.volume = settings.volume;
ring.load();
ring.oncanplaythrough = function() {
console.log('Playing ring '+ new Date());
ring.currentTime = 0;
ring.play();
};
});
According to the 'oncanplaythrough' event listener, the function should be
fired when the audio is loaded enough to play, and then the "ring" should
play.
What went wrong?
As of Chrome 46 (I think), the 'canplaythrough' event fires hundreds of
times a second leading to some very weird behavior.
I tested this on a computer with Chrome 45 and it works as expected, which
leads me to believe that something in Chrome 46 is firing that event too
much.
WebStore page:
https://chrome.google.com/webstore/detail/zorse-notifyer/mbcfeikpllghlnbehcikbbbnekjpkhol
Did this work before? Yes Before Chrome 46
Chrome version: 46.0.2490.71 Channel: stable
OS Version: OS X 10.10.4
Flash Version: Shockwave Flash 19.0 r0
I haven't changed any code and believe the issue is a problem with the
canplaythrough event for audio elements.
Attachments:
Screen Shot 2015-10-15 at 6.03.28 PM.png 699 KB
--
You received this message because this project is configured to send all
issue notifications to this address.
You may adjust your notification preferences at:
https://code.google.com/hosting/settings