Clarify buffer handling on stream/start messages during an active stream - #283
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…at change `stream/start` on an active stream let the client clear buffers "unless its implementation requires it", leaving the transition timeline ambiguous when the player format changes. The player role already assumes the timeline continues, so state it explicitly and drop the escape hatch. - messaging.md: an in-place `stream/start` updates the configuration without ending the stream. Each role defines how previously received data is handled, since artwork discards its pending image while the player keeps its chunks. - roles/player/v1.md: the format changes at a chunk boundary. Servers MUST continue the timeline without resending audio. Clients MUST decode each buffered chunk in the format in effect when it arrived. A player that cannot switch formats gaplessly SHOULD list a single `sample_rate` and `channels` and let the server resample. Fixes #276
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Perfect, this is a good clarification. |
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stream/starton an active stream let the client clear buffers "unless itsimplementation requires it", leaving the transition timeline ambiguous when
the player format changes. The player role already assumes the timeline
continues, so state that explicitly.
stream/startupdates the configuration withoutending the stream. Each role defines how previously received data is
handled, since artwork discards its pending image while the player keeps
its chunks.
continue the timeline without resending audio. Clients MUST decode each
buffered chunk in the format in effect when it arrived. A player that
cannot switch formats gaplessly SHOULD list a single
sample_rateandchannelsand let the server resample.Fixes #276
Breaking changes
stream/start. Must continue the timeline instead.sendspin-js, SendspinKit, and sendspin-cpp already conform. The conformance suite needs a scenario for a format change with chunks in flight.