1 decade ago
by Husten
hi,
everthing work fine, but now i ve added a few soundeffects. it works fine on ie, firefox and chrome.
but when it has to play a sound, the current safari on mac crashs! no error, nothing, it simple ends or on another mac the safari restart and load the page again. testet on 3 macs and in a virtual maschine.
i simple use
this.soundKick = new ig.Sound('sound/hero/kick.*');
and later
this.soundKick.play();
i have ogg and mp3 for alll sounds. any idea? my client is pissed :)
1 decade ago
by Husten
playbiolab.com has the same problem :( it crashs after loading.
1 decade ago
by Joncom
If the official demo is not working for you it's safe to assume that it's Impactjs and not your code. Unfortunately HTML5 w/ sound is not perfect. Maybe tell your client to get a better browser in the meantime? Hehe...
1 decade ago
by Husten
the solution now is that i detect the safari and play the sound for safari with soundmanager :) for all with the problem
detect safari on start
window.is_safari = 0;
if (navigator.userAgent.indexOf('Safari') != -1 && navigator.userAgent.indexOf('Chrome') == -1) {
window.is_safari = 1;
}
and than init a sound
if (window.is_safari == 1) {
soundManager.play('kick');
} else {
this.soundKick.play();
}
and then play it
if (window.is_safari == 1) {
soundManager.play('kick');
} else {
this.soundKick.play();
}
or you write a global function to play a sound and in this function you check for safari. its easy :)
urlsoundmanager:
http://www.schillmania.com/projects/soundmanager2/
1 decade ago
by dmen
Any reason not to just use SoundManager for everything?
1 decade ago
by tarrent
I've tried SoundManager for iOS and it works fine, sounds are played... except that it has 10~20 seconds gap before playing the next sound, if you're using many sound files. I think audio isn't cached in safari even after it has been played, so therefore there's the 10~20 seconds lag time.
Maybe soundmanager is good if you&039;re only using one sound file but in the case of many sound files, I find it best to combine all of them into a single sprite sheet, preload this into an #<audio>
element then cycle through its tracks.
1 decade ago
by dmen
>>I find it best to combine all of them into a single sprite sheet, preload this into an <audio> element then cycle through its tracks.
Can you expand on that a little? Currently Safari doesn't do anything with the game I'm developing, crashing with an error in audio.js of the Impact library.
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