Earlier quoted context omitted.
The biggest problem is definitely not the lack of OGG support but the disabling of autoplay on iOS: http://weblogs.vpro.nl/digitaal/2011/11/04/why-html5-audiovi...
Disabling autoplay on iOS is not unreasonable. I don't want autoplay anywhere, but I really would not expect opening a web page on my phone to start blaring random audio out the speakers. I wouldn't call that "sabotage", I'd call that "someone actually cares about what users expect". (That's leaving alone data concerns, especially with limited and expensive 3G data plans.)
Show HN: WebGL Enabler for iOS
51–60 of 60 posts
Re: Show HN: WebGL Enabler for iOS
#52Earlier quoted context omitted.
The biggest problem is definitely not the lack of OGG support but the disabling of autoplay on iOS: http://weblogs.vpro.nl/digitaal/2011/11/04/why-html5-audiovi...
Disabling autoplay on iOS is not unreasonable. I don't want autoplay anywhere, but I really would not expect opening a web page on my phone to start blaring random audio out the speakers. I wouldn't call that "sabotage", I'd call that "someone actually cares about what users expect". (That's leaving alone data concerns, especially with limited and expensive 3G data plans.)
There is no good reason to have Audio off by default and have no way to turn it on for games.
Re: Show HN: WebGL Enabler for iOS
#53Re: Show HN: WebGL Enabler for iOS
#54Earlier quoted context omitted.
How have they sabotaged HTML Audio?
It's impossible to build an iOS game for Safari that has sound. They've limited the API by only allowing a single audio channel that can only be used during touchscreen actions. You can't programmatically play a sound, eg like when a collision occurs.
Hell, it's not like Android is a shining example of audio support: http://code.google.com/p/android/issues/detail?id=9372
Re: Show HN: WebGL Enabler for iOS
#55So it immediately raises the question why isn't this released? The reasons I can think of are: * Performance isn't what they want yet. * Implementation isn't what they want yet. * There are security issues they still need to fix. OR putting on my tin foil hat for a second: * Apple sees WebGL as a possible threat to their app revenues as a soild WebGL implementation could allow developers to avoid entering their app m…
Re: Show HN: WebGL Enabler for iOS
#56Earlier quoted context omitted.
I don't really call 'not supporting Ogg' sabotage. Joe Public doesn't care about Ogg . Never has, never will. How is not supporting Ogg for tags when the spec for tags doesn't require it 'sabotage'? The requirement for HTML5 to support Ogg was dropped very early on in 2007. It's not part of the standard. Apple have been fairly supportive of WebGL: it's been in the WebKit nightly builds for almost three years now, of…
> Joe Public doesn't care about Ogg But developers care, a lot. You have no idea how many popular games use Ogg internally. Here's a small list: http://wiki.xiph.org/index.php/Games_that_use_Vorbis Looking at the games, I wouldn't be surprised if a billion copies have been sold to date.
Re: Show HN: WebGL Enabler for iOS
#57Earlier quoted context omitted.
It's impossible to build an iOS game for Safari that has sound. They've limited the API by only allowing a single audio channel that can only be used during touchscreen actions. You can't programmatically play a sound, eg like when a collision occurs.
To be fair, audio support on all web browsers was an awful embarrassment, especially on mobile, until just recently. Thankfully recent versions of Chrome and Firefox are changing things, and I expect Safari (both Mac and iOS) will soon improve. Hell, it's not like Android is a shining example of audio support: http://code.google.com/p/android/issues/detail?id=9372
Re: Show HN: WebGL Enabler for iOS
#58Like how Apple has sabotaged the use of HTML5 Audio, I think it is unlikely they will enable WebGL. It provides developers an open platform for developing games, which conflicts with Apple's closed system agenda.
How have they sabotaged HTML Audio?
Audio cannot be streamed playlist-style, one after the other - again, it always requires user input.
So this screws things up completely for html5-based games with audio.
Re: Show HN: WebGL Enabler for iOS
#59Earlier quoted context omitted.
They could always allow you to mute sites by default. You see to be overly optimistic that they are doing it for the users good.
How is "mute by default" different from "no autoplay" except that when users actually hit play, it would just start somewhere in the middle? (That sounds like an even worse user experience.)
the difference is that in the "no autoplay ever" case I would be not able to enable it if I wanted. "No autoplay by default" is the reasonable initial setting, while still giving users a choice.
Re: Show HN: WebGL Enabler for iOS
#60Earlier quoted context omitted.
To be fair, audio support on all web browsers was an awful embarrassment, especially on mobile, until just recently. Thankfully recent versions of Chrome and Firefox are changing things, and I expect Safari (both Mac and iOS) will soon improve. Hell, it's not like Android is a shining example of audio support: http://code.google.com/p/android/issues/detail?id=9372
No, HTML5 audio actually kind of worked in iOS 3. But Apple plugged that whole and made sure it was fully sabotaged in iOS 4.
And don't think I'm not affected as a developer – all the time people use our product, Hype, to create content that includes audio and video elements, and we're stuck explaining to them the behavioral differences between desktop and mobile browsers.
Apple's not evil; they're pragmatic. Right now, users needs win in this situation. Hopefully we get a more flexible solution in iOS 6.