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Sudden Audio/Video problem when playing Granblue Fantasy
Reported by
nihaome...@gmail.com,
Jul 27 2017
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Issue descriptionUserAgent: Mozilla/5.0 (Windows NT 6.1) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/60.0.3112.78 Safari/537.36 Example URL: http://game.granbluefantasy.jp Steps to reproduce the problem: 1. Playing Granblue 2. Enabling Sound 3. Playing and having other activity on desktop What is the expected behavior? What went wrong? I turned on sound in gbf and suddenly get popping noises and stutters in it. And it worked before, it's a constant thing now. It was completely fine a couple of weeks ago, I just played without audio for a time. I asked around but it seems no one else seems to have the issue. The performance issue seems to spike when loading other content or even having other desktop activity. Chrome Hardware acceleration is enabled since I can only play it this way. This problem does not occur with any other content in chrome (videos) or games on my pc via Steam ect. While playing the framerate seems to drop from 60 but never below 30. However during animation during the tutorial I noticed visual stuttering as well usually accompanied by the audio problems. In game like in battles, I do not notice any visual problems. I attached a sound recording of the audio issue, it's the most noticeable during the end. Again this used to work just fine a few weeks ago. Did this work before? Yes Is it a problem with Flash or HTML5? N/A Does this work in other browsers? N/A Chrome version: 60.0.3112.78 Channel: stable OS Version: 6.1 (Windows 7, Windows Server 2008 R2) Flash Version: Contents of chrome://gpu: Graphics Feature Status Canvas: Hardware accelerated CheckerImaging: Disabled Flash: Hardware accelerated Flash Stage3D: Hardware accelerated Flash Stage3D Baseline profile: Hardware accelerated Compositing: Hardware accelerated Multiple Raster Threads: Disabled Native GpuMemoryBuffers: Software only. Hardware acceleration disabled Rasterization: Software only, hardware acceleration unavailable Video Decode: Hardware accelerated Video Encode: Hardware accelerated WebGL: Hardware accelerated WebGL2: Hardware accelerated Driver Bug Workarounds clear_uniforms_before_first_program_use decode_encode_srgb_for_generatemipmap disable_accelerated_vpx_decode disable_direct_composition disable_discard_framebuffer disable_dxgi_zero_copy_video disable_framebuffer_cmaa exit_on_context_lost force_cube_complete scalarize_vec_and_mat_constructor_args texsubimage_faster_than_teximage Problems Detected GPU rasterization should only be enabled on NVIDIA and Intel DX11+, and AMD RX-R2 GPUs for now.: 643850 Disabled Features: gpu_rasterization Some drivers are unable to reset the D3D device in the GPU process sandbox Applied Workarounds: exit_on_context_lost TexSubImage is faster for full uploads on ANGLE Applied Workarounds: texsubimage_faster_than_teximage Clear uniforms before first program use on all platforms: 124764, 349137 Applied Workarounds: clear_uniforms_before_first_program_use Always rewrite vec/mat constructors to be consistent: 398694 Applied Workarounds: scalarize_vec_and_mat_constructor_args ANGLE crash on glReadPixels from incomplete cube map texture: 518889 Applied Workarounds: force_cube_complete Framebuffer discarding can hurt performance on non-tilers: 570897 Applied Workarounds: disable_discard_framebuffer Direct composition flashes black initially on Win <10: 588588 Applied Workarounds: disable_direct_composition Zero copy DXGI video hangs on shutdown on Win < 8.1: 621190 Applied Workarounds: disable_dxgi_zero_copy_video Limited enabling of Chromium GL_INTEL_framebuffer_CMAA: 535198 Applied Workarounds: disable_framebuffer_cmaa Zero-copy NV12 video displays incorrect colors on NVIDIA drivers.: 635319 Applied Workarounds: disable_dxgi_zero_copy_video Disable KHR_blend_equation_advanced until cc shaders are updated: 661715 Decode and Encode before generateMipmap for srgb format textures on Windows: 634519 Applied Workarounds: decode_encode_srgb_for_generatemipmap VPx decoding isn't supported before Windows 10 anniversary update.: 616318 Applied Workarounds: disable_accelerated_vpx_decode Raster is using a single thread. Disabled Features: multiple_raster_threads Native GpuMemoryBuffers have been disabled, either via about:flags or command line. Disabled Features: native_gpu_memory_buffers Checker-imaging has been disabled via finch trial or the command line. Disabled Features: checker_imaging Version Information Data exported 7/27/2017, 2:18:27 AM Chrome version Chrome/60.0.3112.78 Operating system Windows NT 6.1.7601 SP1 Software rendering list version 13.8 Driver bug list version 10.93 ANGLE commit id 3e6a61fecba9 2D graphics backend Skia/60 a20ae70af542208b06c21413f13c4c86269c0b84- Command Line "C:\Program Files\Google\Chrome\Application\chrome.exe" --flag-switches-begin --flag-switches-end Driver Information Initialization time 357 In-process GPU false Passthrough Command Decoder false Supports overlays false Sandboxed false GPU0 VENDOR = 0x10de, DEVICE= 0x086f Optimus false Optimus false AMD switchable false Desktop compositing Aero Glass Diagonal Monitor Size of \\.\DISPLAY1 17.0" Driver vendor NVIDIA Driver version 21.21.13.4201 Driver date 11-14-2016 Pixel shader version 4.0 Vertex shader version 4.0 Max. MSAA samples 8 Machine model name Machine model version GL_VENDOR Google Inc. GL_RENDERER ANGLE (NVIDIA GeForce 8200M G Direct3D11 vs_4_0 ps_4_0) GL_VERSION OpenGL ES 2.0 (ANGLE 2.1.0.3e6a61fecba9) GL_EXTENSIONS GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_pack_reverse_row_order GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_robust_resource_initialization GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_frag_depth GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object Disabled Extensions GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent Window system binding vendor Google Inc. (adapter LUID: 000000000000a817) Window system binding version 1.4 (ANGLE 2.1.0.3e6a61fecba9) Window system binding extensions EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_EXT_pixel_format_float EGL_ANGLE_display_texture_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_create_context_robust_resource_initialization Direct rendering Yes Reset notification strategy 0x8252 GPU process crash count 0 Compositor Information Tile Update Mode One-copy Partial Raster Enabled GpuMemoryBuffers Status ATC Software only ATCIA Software only DXT1 Software only DXT5 Software only ETC1 Software only R_8 Software only RG_88 Software only BGR_565 Software only RGBA_4444 Software only RGBX_8888 Software only RGBA_8888 Software only BGRX_8888 Software only BGRA_8888 Software only RGBA_F16 Software only YVU_420 Software only YUV_420_BIPLANAR Software only UYVY_422 Software only Diagnostics 0 b3DAccelerationEnabled true b3DAccelerationExists true bAGPEnabled true bAGPExistenceValid true bAGPExists true bCanRenderWindow true bDDAccelerationEnabled true bDriverBeta false bDriverDebug false bDriverSigned false bDriverSignedValid false bNoHardware false dwBpp 32 dwDDIVersion 10 dwHeight 900 dwRefreshRate 60 dwWHQLLevel 0 dwWidth 1440 iAdapter 0 lDriverSize 14497712 lMiniVddSize 0 szAGPStatusEnglish Enabled szAGPStatusLocalized Aktiviert szChipType GeForce 8200M G szD3DStatusEnglish Enabled szD3DStatusLocalized Aktiviert szDACType Integrated RAMDAC szDDIVersionEnglish 10 szDDIVersionLocalized 10 szDDStatusEnglish Enabled szDDStatusLocalized Aktiviert szDXVAHDEnglish Supported szDXVAModes ModeMPEG2_A ModeMPEG2_C ModeVC1_C ModeWMV9_C szDescription NVIDIA GeForce 8200M G szDeviceId 0x086F szDeviceIdentifier {D7B71E3E-4B2F-11CF-BB67-FD510BC2D835} szDeviceName \\.\DISPLAY1 szDisplayMemoryEnglish 1393 MB szDisplayMemoryLocalized 1393 MB szDisplayModeEnglish 1440 x 900 (32 bit) (60Hz) szDisplayModeLocalized 1440 x 900 (32 bit) (60Hz) szDriverAssemblyVersion 21.21.13.4201 szDriverAttributes Final Retail szDriverDateEnglish 11/14/2016 14:35:19 szDriverDateLocalized 14.11.2016 14:35:19 szDriverLanguageEnglish English szDriverLanguageLocalized Englisch szDriverModelEnglish WDDM 1.1 szDriverModelLocalized WDDM 1.1 szDriverName nvd3dum.dll,nvwgf2um.dll,nvwgf2um.dll szDriverNodeStrongName oem54.inf:NVIDIA_SetA_Devices.NTx86.6.1:Section022:21.21.13.4201:pci\ven_10de&dev_086f&subsys_71f01462 szDriverSignDate szDriverVersion 21.21.0013.4201 szKeyDeviceID Enum\PCI\VEN_10DE&DEV_086F&SUBSYS_71F01462&REV_B1 szKeyDeviceKey \Registry\Machine\System\CurrentControlSet\Control\Video\{940CFC92-6723-414B-B467-F4C357946174}\0000 szManufacturer NVIDIA szMiniVdd Nicht zutreffend szMiniVddDateEnglish n/a szMiniVddDateLocalized Nicht zutreffend szMonitorMaxRes szMonitorName PnP-Monitor (Standard) szNotesEnglish No problems found. szNotesLocalized Es wurden keine Probleme gefunden. szOverlayEnglish Supported szRankOfInstalledDriver 00E00001 szRegHelpText szRevision szRevisionId 0x00B1 szSubSysId 0x71F01462 szTestResultD3D7English Not run szTestResultD3D7Localized Nicht ausgeführt szTestResultD3D8English Not run szTestResultD3D8Localized Nicht ausgeführt szTestResultD3D9English Not run szTestResultD3D9Localized Nicht ausgeführt szTestResultDDEnglish Not run szTestResultDDLocalized Nicht ausgeführt szVdd Nicht zutreffend szVendorId 0x10DE Log Messages GpuProcessHostUIShim: The GPU process exited normally. Everything is okay.
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Jul 27 2017
Unable to reproduce the issue on Win-7 and Win-10 using chrome reported version #60.0.3112.78 and latest canary #62.0.3167.0. Following are the steps followed to reproduce the issue. ----------- 1. Navigated to URL: http://game.granbluefantasy.jp and played Granblue. 2. Enabled Sound. 3. Played and simultaneously performed other activities on desktop like typing in notepad, editing excel e.t.c 4. Did not observe any popping noises and stutters in it as found in attached gbf.mp3. nihaomeeow@ - Could you please check the issue on latest canary #62.0.3167.0 by creating a new profile without any apps and extensions and please let us know if the issue still persist or not. Thanks...!!
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Jul 27 2017
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Jul 28 2017
The problem persists in canary #62.0.3167.0. To verify it's a chrome problem I tested chrome 57.0.2987.133 and 59.0.3071.86. No issues with these. So it must be something with chrome 60+
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Jul 28 2017
Thank you for providing more feedback. Adding requester "krajshree@chromium.org" to the cc list and removing "Needs-Feedback" label. For more details visit https://www.chromium.org/issue-tracking/autotriage - Your friendly Sheriffbot
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Jul 31 2017
Tested this issue on Windows 10 with chrome #62.0.3171.0 Steps followed : 1. Navigated to Test URL: http://game.granbluefantasy.jp/#tutorial/5 2. Able to hear the Sound. Observation: ------------- Unable to hear the audio from test url when other application window is active Attaching the screen-cast for reference. nihaomeeow@ Could you please look into it and let us know your observations.
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Aug 7 2017
This was broken by Chrome 60. I reproduce this in 60.0.3112.90 (Official Build) (64-bit) (cohort: 60_90_win), it worked in 59. 60 also broke other things related to Granblue fantasy, see issue #752791 . Users on reddit are also reporting visual lag: https://www.reddit.com/r/Granblue_en/comments/6rxqvk/suddently_lag_since_last_game_update/#dl8krsa The most noticeable place for lag and sound issues is in combat. The sound issues appear to correlate with time periods where the game is rendering more complex graphics & playing more sounds at once - i.e. complex spell effects or boss special moves. This probably produces visible lag on computers slower than mine. I'm playing with hardware acceleration disabled (because of other Chrome bugs that affect this game) so it's not video driver/video card related. I've attached a video recording of the game where you can hear multiple audio glitches as described above. The background music & character voices produce popping, stuttering and slowdown.
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Aug 7 2017
Here is a chrome://tracing recording that captures at least one instance of audio glitches, on one of the game's landing pages (no combat happening). The glitching is (I'm pretty sure) in a suspicious time period of the trace where all the audio threads suddenly stop running as often: wasapi_render_thread, WebAudio Rendering Thread, AudioOutputDevice. From looking at the trace, the audio glitching begins almost immediately after a 22ms-long GC inside CrRendererMain.
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Aug 7 2017
Here's a devtools profile. The audio glitch starts around where the GC occurs and ends shortly before the end of the profile.
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Aug 7 2017
> wasapi_render_thread, WebAudio Rendering Thread, AudioOutputDevice Well, this does not sound like WebAudio's problem. WebAudio Rendering Thread is driven by AudioOutputDevice. So if it does not schedule the next render task, WebAudio Rendering Thread will not render anything. I looked at the tracing data and the actual stuttering is starting from AudioDeviceThread. Also it does not makes sense to me that the main thread GC can cause the audio thread to stop. olka@ might know why this can happen.
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Aug 8 2017
kg@ Could you suggest what "GC" stands for? Also could you please refer to time stamps on the graph and pids, to make communication more efficient? Could you record a glitch-free trace for comparison? From callback oddity perspective, I see that in the first 400 ms and between 7500-8800 ms WASAPIAudioOutputStream periodically decides to not call upper layers to render audio. It happens here [https://cs.chromium.org/chromium/src/media/audio/win/audio_low_latency_output_win.cc?type=cs&q=RenderAudioFromSource&l=476] and means platform audio buffer does not have enough space (= still has some audio to play). The code has been like this for years, so I'm not sure it's a source of the reported glitches, since it works in M59. (Adding Dale to comment) So to me it looks like recent WebAudio changes are still the most probable root cause of the issue. Could we add traces for WebAudio and make another recording of glitches?
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Aug 8 2017
I'd check the buffer size it's using; it's possible it's not a multiple of 10ms so we end up accumulating and thus skipping a read every now and then.
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Aug 9 2017
The main thread GC is just a coincidence, most likely. I merely wanted to call it out because I saw it in all the traces. If it helps, the audio files this game plays are all 32khz audio encoded as mp3 (typically around 48kbps, it looks like). So it could be related to resampling? It's very hard to get a trace without any glitches because any content playing sound tends to glitch periodically. Here's a sound that's looped in the background of a scene recently added to the game: http://game-a5.granbluefantasy.jp/assets_en/sound/se/crowd_bgm_1.mp3 It loops fine without sounding glitchy in Firefox. If I just let the game sit and loop it in Chrome, it glitches periodically, though not as bad as some other recordings. When the scene begins playing character dialogues those glitch a couple times a minute with popping, slowdown, etc. The glitches have obvious gaps when examined as a recording in Audacity or another editor. Recording & screenshot attached. This is just that BGM looping at a static dialogue scene, nothing is happening. The samples within the glitches/gaps are not all zeroes, which is rather suspicious to me.
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Aug 9 2017
I instrumented their game code and all the sound effects & music appear to be implemented using createBufferSource and decodeAudioData. The decode is producing 48khz buffers, so resampling wouldn't be involved (since the audio doesn't glitch on every loop).
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Aug 9 2017
If I open this isolated test case in a tab while granblue fantasy is running in another tab (idled on the home screen), and click Play, the audio glitches periodically while looping.
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Aug 9 2017
re #12: It outputs at 480 byte frames, so per #14 it's 10 ms buffers. Also if it's due to rebuffering I would expect a stable pattern of skipped reads, but here they are in bursts. kg@ could you please make one more trace with glitches (both audio and webaudio categories) and give some estimations around which time of the trace glitches occur? hongchang@
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Aug 9 2017
re #13: Thanks for following up on this with more observation. > The samples within the glitches/gaps are not all zeroes, which is rather suspicious to me. 1. This is not the pure recording of WebAudio's output. Some numerical error can be added in some where in the chain. What kind of audio routing are you doing? 2. What worries me here is the frame size of glitches. They do not look like regular buffer sizes. (340~380 frames) If the WebAudio's new FIFO is the culprit, the glitch size must be multiple of 128. Because this is a game with heavy user interaction, I think it might be related to this as well: https://bugs.chromium.org/p/chromium/issues/detail?id=745898#c6
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Aug 9 2017
Also, examine stderr. If the fifo is the culprit, there should be messages from the fifo about underruns.
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Aug 11 2017
[10348:1308:0810/173144.667:VERBOSE1:dhcp_proxy_script_adapter_fetcher_win.cc(262)] Error fetching PAC URL from DHCP: 2 [3092:10608:0810/173144.691:WARNING:pushpullfifo.cpp(154)] PushPullFIFO: underflow while pulling (underflowCount=4, availableFrames=96, requestedFrames=480, fifoLength=8192) [10348:4308:0810/173144.722:VERBOSE1:dhcp_proxy_script_adapter_fetcher_win.cc(262)] Error fetching PAC URL from DHCP: 2 [3092:10608:0810/173144.851:WARNING:pushpullfifo.cpp(154)] PushPullFIFO: underflow while pulling (underflowCount=5, availableFrames=96, requestedFrames=480, fifoLength=8192) [3092:10608:0810/173144.931:WARNING:pushpullfifo.cpp(154)] PushPullFIFO: underflow while pulling (underflowCount=6, availableFrames=96, requestedFrames=480, fifoLength=8192) [3092:10608:0810/173145.090:WARNING:pushpullfifo.cpp(154)] PushPullFIFO: underflow while pulling (underflowCount=7, availableFrames=96, requestedFrames=480, fifoLength=8192) [3092:10608:0810/173145.171:WARNING:pushpullfifo.cpp(154)] PushPullFIFO: underflow while pulling (underflowCount=8, availableFrames=96, requestedFrames=480, fifoLength=8192) [3092:10608:0810/173145.250:WARNING:pushpullfifo.cpp(154)] PushPullFIFO: underflow while pulling (underflowCount=9, availableFrames=352, requestedFrames=480, fifoLength=8192) [3092:10608:0810/173145.570:WARNING:pushpullfifo.cpp(154)] PushPullFIFO: underflow while pulling (underflowCount=10, availableFrames=96, requestedFrames=480, fifoLength=8192) [3092:10608:0810/173145.651:WARNING:pushpullfifo.cpp(154)] PushPullFIFO: underflow while pulling (underflowCount=11, availableFrames=96, requestedFrames=480, fifoLength=8192) [3092:10608:0810/173145.730:WARNING:pushpullfifo.cpp(154)] PushPullFIFO: underflow while pulling (underflowCount=12, availableFrames=96, requestedFrames=480, fifoLength=8192) [3092:10608:0810/173145.810:WARNING:pushpullfifo.cpp(154)] PushPullFIFO: underflow while pulling (underflowCount=13, availableFrames=96, requestedFrames=480, fifoLength=8192) [3092:10608:0810/173145.970:WARNING:pushpullfifo.cpp(154)] PushPullFIFO: underflow while pulling (underflowCount=14, availableFrames=352, requestedFrames=480, fifoLength=8192) [3092:10608:0810/173146.051:WARNING:pushpullfifo.cpp(154)] PushPullFIFO: underflow while pulling (underflowCount=15, availableFrames=96, requestedFrames=480, fifoLength=8192)
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Aug 11 2017
Thanks. So something is causing the audio thread to run out of time and underflow.
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Aug 14 2017
kg@ Thanks for the info. Can you tell me about the system that you're running the game? Hoe many CPU cores does it have? We have similar regression report from the system with the fewer CPU cores. (thus the audio rendering thread gets descheduled.)
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Aug 14 2017
kg@ Unfortunately none of my machines did not generate any glitch from the game. (linux, windows, osx)
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Aug 15 2017
re #21: Windows 10 pro creators' update x64 Core i7-6700K 4ghz (4 cores + HT), 64gb RAM
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Aug 15 2017
re #23: Thanks! If you're willing to try a tentative fix for the thread priority issue, you can try this patch: https://chromium-review.googlesource.com/c/614284
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Aug 16 2017
re #6: Audio not playing while another window being active has always been a thing even prior to chrome v60. The game basically pauses playback for audio and animations somehow when it's not the active focus. There is an unofficial chrome extension which allows the audio to play when not in an active video so it's fixable, I'm not sure if it's intended or a bug however. I assume it's not related to this issue.
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Aug 16 2017
Thank you for providing more feedback. Adding requester "kkaluri@chromium.org" to the cc list and removing "Needs-Feedback" label. For more details visit https://www.chromium.org/issue-tracking/autotriage - Your friendly Sheriffbot
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Aug 16 2017
re #24: Is there a way I can identify the audio thread(s) and manually boost them? Building Chrome from source would take me a while to set up, I don't have buildtools/etc on any of my machines right now. re #6 and #26: Yeah the game intentionally mutes audio in the background. I use an extension to suppress that. Regardless, I hear glitches even while it's active, so that shouldn't prevent reproducing this (maybe it makes it harder?) My machine isn't under heavy load so I'm not sure why I see these glitches so reliably on a high-spec machine. The test case I provided earlier reproduces them too.
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Aug 16 2017
re #28: I've got some reports from other users that raising the priority greatly improves the glitch problem. However, I don't know how to manually raise the thread priority (not a process) on any platform.
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Aug 17 2017
Unable to reproduce the issue on Win-7 and Win-10 using chrome reported version #60.0.3112.78, latest stable #60.0.3112.101 and latest canary #62.0.3188.0. Following are the steps followed to reproduce the issue. ----------- 1. Navigated to URL: http://game.granbluefantasy.jp and played Granblue. 2. Enabled Sound. 3. Played and simultaneously performed other activities on desktop like typing in notepad, editing excel e.t.c. Also opened another tab and opened other sites. 4. Did not observe any popping noises and stutters in it as found in attached gbf.mp3(comment #0), but the audio paused after switching to other tab or when performing any activity on desktop. nihaomeeow@ - Could you please check the issue on latest stable #60.0.3112.101 by creating a new profile without any apps and extensions and please let us know if the issue still persist or not. Removing Needs-Bisect label as of now as it is not reproducible. Please feel free to add the same if required. Thanks...!!
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Aug 21 2017
The following revision refers to this bug: https://chromium.googlesource.com/chromium/src.git/+/f546d6dddbba639b593689b6e72d6c61fc1eb342 commit f546d6dddbba639b593689b6e72d6c61fc1eb342 Author: Hongchan Choi <hongchan@chromium.org> Date: Mon Aug 21 17:32:30 2017 Raise the thread priority for WebAudio renderer Since the introduction of stand-alone blink::WebThread for WebAudio rendering, several regression were reported. We speculate the root cause of this is the lower thread priority of blink::WebThread (normal priority) compared to the AudioDeviceThread (realtime priority). The analysis indicated that this regression gets worse when the device has fewer CPU cores, resulting two threads (browser and main) occupy the entire CPU load and making the WebThread descheduled from the task scheduler. This CL raises the thread priority for WebAudio renderer up to the level of the browser main thread. (ThreadPriority::DISPLAY) Blink Architecture discussion: https://groups.google.com/a/chromium.org/forum/?utm_medium=email&utm_source=footer#!msg/platform-architecture-dev/EnlQMTRwyrw/AeysuDuUAAAJ Bug: 734539, 749344 Change-Id: I5717e956228a1c4046e82e6f598d602ca5c82f35 Reviewed-on: https://chromium-review.googlesource.com/614284 Commit-Queue: Hongchan Choi <hongchan@chromium.org> Reviewed-by: Kentaro Hara <haraken@chromium.org> Reviewed-by: Kinuko Yasuda <kinuko@chromium.org> Reviewed-by: Chris Palmer <palmer@chromium.org> Reviewed-by: Raymond Toy <rtoy@chromium.org> Cr-Commit-Position: refs/heads/master@{#495974} [modify] https://crrev.com/f546d6dddbba639b593689b6e72d6c61fc1eb342/content/child/blink_platform_impl.cc [modify] https://crrev.com/f546d6dddbba639b593689b6e72d6c61fc1eb342/content/child/blink_platform_impl.h [modify] https://crrev.com/f546d6dddbba639b593689b6e72d6c61fc1eb342/third_party/WebKit/Source/platform/audio/AudioDestination.cpp [modify] https://crrev.com/f546d6dddbba639b593689b6e72d6c61fc1eb342/third_party/WebKit/Source/platform/exported/Platform.cpp [modify] https://crrev.com/f546d6dddbba639b593689b6e72d6c61fc1eb342/third_party/WebKit/public/platform/Platform.h
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Aug 25 2017
kg@ Could you try the app again with the latest Canary? (62.0.3196.0) The fix (reverting to the previous threading model) has landed there.
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Aug 25 2017
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Aug 28 2017
Problem still existed in #60.0.3112.101 but latest Canary seems to have it fixed mostly for me as well. Good work.
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Aug 28 2017
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Aug 28 2017
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Sep 9 2017
Hi, this is still broken in 61.0.3163.79. Is the fix planned to be uplifted to release channel, or do I have to wait another 6+ weeks to be able to listen to sound in Chrome?
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Sep 10 2017
The fix (the workaround, actually) will be available in M62. It was incompatible with M61 branch, so we couldn't take the risk of breaking other parts. It's really unfortunate, but Canary has the fix and it is confirmed by other reporters as well. |
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Comment 1 by manoranj...@chromium.org
, Jul 27 2017