Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by city41

The docs say that when you specify a path in ig.Sound's constructor, you are free to use 'foo.mp3', 'foo.ogg' or 'foo.*', and the sound manager will pick the correct format based on the browser.

In IE9, using 'foo.ogg' will cause it to try and load oggs, which IE doesn't handle. Switching over to 'foo.*' fixes it.

I know, very minor, but if anyone else hits this, there's a simple fix. Loving that my game runs like a champ in all browsers!

1 decade ago by fugufish

thanks for the tip, really useful

1 decade ago by fugufish

funny i still get errors, "failed to load resource sound.*'

any hints? I have ogg and mp3 files

1 decade ago by fugufish

the fix was to actually use mp3 notation, instead of .* notation ( funny how it's supposed to work with .* )

1 decade ago by dominic

This is all very strange. The file ending shouldn't matter at all. Maybe it's a caching issue, somehow?!
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