AudioListener browser bug ?!
See original GitHub issue#Three.js version
- r109
Browser
- Chrome
OS
- Windows
the problems are pretty similar: #https://github.com/mrdoob/three.js/issues/15344 #https://github.com/mrdoob/three.js/issues/15422
if you create a AudioListener, add to the scene, but no sound is created, then after some time the FPS will begin to fall. The reason seems to be in the browser implementation, as the load is on the “linearRampToValueAtTime” method. If you remove the listener from the scene, then the FPS is normalized, or if you add sound and play it, the problem will also be solved. I do not know how best to solve this problem, I just report on its presence. perfomance linearRampToValueAtTime Minimum part sample:
var listener = new THREE.AudioListener();
camera.add( listener );
Issue Analytics
- State:
- Created 4 years ago
- Comments:20 (4 by maintainers)
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Top GitHub Comments
No worries. You added Blink>WebAudio component correctly! Thank you for filing the issue and we will investigate.
This sounds like a bug, or something we can improve in Chrome. Could anyone file an issue on crbug.com (with
Bad
link above) and cc me (hongchan@chromium)?