design: clarify what decoders and clip sources are
Change-Id: Ib45f95116865a70ca95276808b8c2b75d65b0cc6
Reviewed-on: https://go-review.googlesource.com/17765
Reviewed-by: Burcu Dogan <jbd@google.com>
diff --git a/design/13432-mobile-audio.md b/design/13432-mobile-audio.md
index 3967d4b..f90eae5 100644
--- a/design/13432-mobile-audio.md
+++ b/design/13432-mobile-audio.md
@@ -49,7 +49,7 @@
#### Playback
Single or multi-channel playback with player controls such as play, pause,
-stop, etc. Games use a looping sample as the background music, so looping
+stop, etc. Games use a looping sample as the background music -- looping
functionality is also essential. Multiple playback instances are needed. Most
games require a background audio track and one-shot audio effects on the
foreground.
@@ -156,6 +156,8 @@
#### Decoders
Decoders take any arbitrary input and is responsible to output a clip.
+TODO(jbd): Proposal should also mention how the decoders will be organized.
+e.g. image package's support for png, jpeg, gif, etc decoders.
```
// Decoder that reads from a Reader and converts the input
@@ -174,7 +176,8 @@
```
#### Clip sources
-Any arbitrary valid audio data source can be converted into a clip.
+Any arbitrary valid audio data source can be converted into a clip. Examples
+of clip sources are networking streams, file assets and in-memory buffers.
```
// NewBufferClip converts a buffer to a Clip.