I'm making a game, in which sounds are often played. I noticed that a sound wont play again while it is being played. For example, the player collides with a wall, a "thump" sound is played. But, if the player collides with one wall, and then quickly collides with another wall, only one "thump" sound is played, and I believe that this happens because the first sound didn't finish. Is that true? How should I avoid this? I thought of preloading the sound three times, always playing a different copy of that sound, but this seems rather stupid...
SOLVED:
Turns out I was right... You need to preload multiple versions of the sound and then circularly play them.
THE CODE:
var ns = 3; //The number of sounds to preload. This depends on how often the sounds need to be played, but if too big it will probably cause lond loading times.
var sounds = []; //This will be a matrix of all the sounds
for (i = 0; i < ns; i ++) //We need to have ns different copies of each sound, hence:
sounds.push([]);
for (i = 0; i < soundSources.length; i ++)
for (j = 0; j < ns; j ++)
sounds[j].push(new Audio(sources[i])); //Assuming that you hold your sound sauces in a "sources" array, for example ["bla.wav", "smile.dog" "scream.wav"]
var playing = []; //This will be our play index, so we know which version has been played the last.
for (i = 0; i < soundSources.length; i ++)
playing[i] = 0;
playSound = function(id, vol) //id in the sounds[i] array., vol is a real number in the [0, 1] interval
{
if (vol <= 1 && vol >= 0)
sounds[playing[id]][id].volume = vol;
else
sounds[playing[id]][id].volume = 1;
sounds[playing[id]][id].play();
++ playing[id]; //Each time a sound is played, increment this so the next time that sound needs to be played, we play a different version of it,
if (playing[id] >= ns)
playing[id] = 0;
}
You can clone the audio element. I don't know if you can play them more than once simultaneously, but here is how you can play a sound more than once without downloading it more than once.
var sound = document.getElementById("incomingMessageSound")
var sound2 = sound.cloneNode()
sound.play()
sound2.play()
I know this works for chrome, which is the only place I needed it. Good luck!
Load the sound several times to simulate polyphony. Play them in round-robin fashion. Check out my demo at matthewtoledo.com . Specifically, the function _initSoundBank()
Yes, a single <audio>
object can only play one track at a time. Consider that the <audio>
object has a currentTime
attribute that indicates the current position of the audio track: if an <audio>
object could play multiple tracks are once, what value would currentTime
reflect?
See my solution for a superset of this problem on Is playing sound in Javascript performance heavy? . (Basically, add duplicate <audio>
tags with the same sound.)
Although it is only implemented in FireFox and Chrome right now, in the future you should use the WebAudio API , which is specifically designed for games and audio applications in the browser.
There you can play back any sound multiple times and do several other fun stuff with it.
A good tutorial for that is here: http://www.html5rocks.com/en/tutorials/webaudio/games/
class SoundPool {
pool : HTMLAudioElement[] = [];
constructor(sound:HTMLAudioElement) {
this.pool.push(sound);
}
play() {
let found = false;
for(var i=0; i<this.pool.length; i++) {
if( this.pool[i].paused) {
this.pool[i].play();
found=true;
break;
}
}
if(!found) {
let a = this.pool[0].cloneNode() as HTMLAudioElement;
a.play();
this.pool.push(a);
}
}
}
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