Another possibility could be for supporting local development flows. Throughout the development of Towerborne, we struggled to find the best approach for this. Flaky backend development environments can have a real impact on content creators who need things up and running to do their work. At the same time, backend engineers need to roll out new features quickly leading to some inevitable friction. One can imagine an approach that gives people the option to use the Native AOT DLL when running the game through the Unreal editor, but interacts with a real backend when running an actual game build.
For our purposes, we don’t even need to chase it all the way to raw PCM which is valid avenue albeit in the realm of WEBRips and not defacto “downloaders.” We just need to find the last point in the pipeline where data is still accessible to JavaScript and that point is the MediaSource Extensions API, specifically the SourceBuffer.appendBuffer() method.
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