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By not supporting Ogg Vorbis on Desktop and totally fucking it up on Mobile on purpose: http://www.phoboslab.org/log/2011/03/the-state-of-html5-audio http://ww
by phoboslab 14y ago
By not supporting Ogg Vorbis on Desktop and totally fucking it up on Mobile on purpose:
http://www.phoboslab.org/log/2011/03/the-state-of-html5-audio http://www.phoboslab.org/log/2011/03/the-state-of-html5-audi... (Year old, but still valid)
- objclxt 14y agoI 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 <audio> tags when the spec for <audio> 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 which Apple are a major contributor. You can accuse Apple of many things, but given how they've been part of the WebGL Working Group from its formation I'm not so sure you can say they're out to 'get' WebGL...
- pcwalton 14y agoJoe Public didn't care about AAC and Apple Lossless either before Apple started heavily pushing them on the iTunes Music Store. Apple doesn't use popularity as its metric when determining which formats to back.
- recoiledsnake 14y ago> 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 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.
- fpgeek 14y agoDo you know why games use Ogg internally? Is it just licensing or does Ogg have some technical advantage for them?