Ashley I just updated the capx earlier today actually. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
here's a more simplified version without the fades...
https://www.dropbox.com/s/ukscz9b1suka7 ... .capx?dl=0
I know the problem is on the browser end (Chrome & FireFox). I'm just asking if you think they will ever fix it. Or rather, do the "powers that be" understand that there's a problem and what it is? I submitted a bug report to both (Google/Mozilla) almost a year ago, never got any sort of reply. It could simply be a limitation to the browser's audio engine..that's what I'm trying to find out.
The problem happens in Chrome and Firefox. It technically doesn't happen in IE, but only because it looks like they don't properly loop tracks, they simply restart them - so it's not at all seamless.
I already understand that starting multiple audio tracks in the same tick could have up to 16ms delay each - that's not a problem. It's the actual looping is where the problem lies. Each loop point creates more and more cumulative delays. If streaming audio could stay in-sync over loop points it would be a huge capability to have for music-based games or games that want to implement adaptive music. C-7 figured a way to manually resync his audio during game-play in "Courier" so it's not impossible, but it's tricky depending on the music and when it's playing etc...
I'd be happy to fill out a Bug Report and post it to the Bug Thread - but it doesn't seem relevant there since it's not a C2 problem. Let me know.