I'm using this function to create a sound, which works well on desktop and Android, and works initially on iOS when I use a touchevent to start it. I need to later replace the sound with another sound file, however on iOS it doesn't start - I'm assuming because it needs another user interaction to play the sound.
This is a VR app in a headset so this kind of user interaction isn't possible. Is there another way of replacing the sound or another non-click user interaction I can use like movement?
I've seen this http://matt-harrison.com/perfect-web-audio-on-ios-devices-with-the-web-audio-api/
Which seems to have another solution, but I don't want to pre-load all of the files (they're reasonably big and there's 10 of them) which seems to be a requirement here - plus I use the pause function in the code I have. Are there any easy ways round this?
var AudioContext = AudioContext || webkitAudioContext, context = new AudioContext();
function createSound(filename) {
console.log('createSound()');
var url = cdnPrefix + '/' + filename;
var buffer;
context = new AudioContext();
var request = new XMLHttpRequest();
request.open('GET', url, true);
request.responseType = 'arraybuffer';
// Decode asynchronously
request.onload = function() {
context.decodeAudioData(request.response, function(b) {
buffer = b;
play();
});
}
request.send();
var sourceNode = null,
startedAt = 0,
pausedAt = 0,
playing = false,
volume = context.createGain();
var play = function() {
if(playing || !buffer)
return;
var offset = pausedAt;
sourceNode = context.createBufferSource();
sourceNode.connect(context.destination);
sourceNode.connect(volume);
volume.gain.value = 1;
sourceNode.buffer = buffer;
sourceNode.start(0, offset);
sourceNode.onended = onEnded;
sourceNode.onstatechange = onStateChange;
sourceNode.onloaded = onLoaded;
//sourceNode.loop = true;
startedAt = context.currentTime - offset;
pausedAt = 0;
playing = true;
$(document).trigger("voiceoverPlay");
if(isPaused == true)
pause();
};
function onEnded(event){
$(document).trigger("voiceoverEnded");
play();
}
function onStateChange(event){
console.log('onStateChange',event);
}
function onLoaded(event){
console.log('onLoaded',event);
}
var pause = function() {
var elapsed = context.currentTime - startedAt;
stop();
pausedAt = elapsed;
$(document).trigger("voiceoverPause");
};
var stop = function() {
if (sourceNode) {
sourceNode.disconnect();
if(playing === true)
sourceNode.stop(0);
sourceNode = null;
}
pausedAt = 0;
startedAt = 0;
playing = false;
};
var getPlaying = function() {
return playing;
};
var getCurrentTime = function() {
if(pausedAt) {
return pausedAt;
}
if(startedAt) {
return context.currentTime - startedAt;
}
return 0;
};
var setCurrentTime = function(time) {
pausedAt = time;
};
var getDuration = function() {
return buffer.duration;
};
return {
getCurrentTime: getCurrentTime,
setCurrentTime: setCurrentTime,
getDuration: getDuration,
getPlaying: getPlaying,
play: play,
pause: pause,
stop: stop
};
}
You need a touch event for each sound.
I ended up using SoundJS which is much better.
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