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Html5 audio ipad
Html5 audio ipad












By contrast, simpler methods such as onfinish() will be called multiple times, one for each instance of play().

html5 audio ipad html5 audio ipad

However the API will only call certain timing-related methods such as whileplaying() for the first play() "instance" of the sound, to avoid confusion. The Flash 9-based version of SoundManager2 can successfully layer sounds via "multiShot", truly playing a single sound multiple times on top of itself. It should be noted that sounds can loop seamlessly and be layered when linked and exported to SWF from within the Flash IDE, but SoundManager does not support SWF-based audio. However, the API does provide some creative ways ( onfinish for looping, multiple sound objects for multi-shot layering) of working around these Flash limitations. The current behaviour is that when multiShot is specified and play() is called on a currently-playing sound, it will restart from the beginning without an overlay. Regarding "layering" sounds (calling play() on a sound multiple times): Even though a multi-shot option can be specified, it does not work with Flash 8 a single instance of a sound can only have one timeline. Flash 8 limitations with multiShot (overlaying/"chorus") effects Rather than have a broken feature, the funcionality has been omitted until a solid workaround is found. This has been an issue since the original version of SoundManager. Loops have a noticeable gap between the finish and start. Perhaps due to the way Flash dynamically loads and decodes MP3 data, seamless looping doesn't seem to be fully implemented. 44 KHz is the standard CD-spec sample rate, and is recommended for "hi-fi" recordings. It has been suggested that sample rates that are neither 22/44 KHz can also contribute to this issue. MP3 Format CaveatsĪdditionally, some very low and very high bitrate MP3s, and Variable Bitrate (VBR) MP3s may play either too quickly or too slowly (see "the chipmunk problem") if you are encountering this issue, try re-encoding at a different bitrate (between 64 kbps and 192 kbps, for example.) Using Constant Bitrate (CBR) encoding may also alleviate this problem. Refer to the Flash 8 documentation for details. SM2 is not able to load other sound formats, including audio-only SWF files, due to this limitation. Perhaps a design decision, the Flash 8 sound object only supports MP3 files through the loadSound() ActionScript method. SM2 uses Flash's native Sound object for loading and managing sound, so it is subject to the same limitations that Flash 8 is. Supported sound formats (MP3 via Flash 8 and MP4/M4A/AAC via Flash 9 "MovieStar", with caveats)

html5 audio ipad

Most modern browsers and devices should work reasonably well. Of course, not all possible combinations of browser/OS have been tested. JS-to-flash is possible through Flash 8's ExternalInterface feature, which uses a standard browser plugin architecture implemented by each browser manufacturer (see NPAPI.)įor further JS/flash reference, see Adobe's Flash 8 documentation, under the "ExternalInterface support" page which details supported browsers. In the absence of native HTML5 audio support, JavaScript-to-flash communication is used to provide Flash-based audio playback. Opera 9.10 (slightly buggy, 9.5+ ideal), Windows/Mac.

html5 audio ipad

  • Mobile Webkit: iOS 4.0 devices, iPad 3.2 (original iPad iOS release) and newer.
  • #Html5 audio ipad windows#

  • Safari 1.3+ (Mac) / All Windows versions.
  • HTML5 Audio() support and/or Flash plugin, version 8 or higher.
  • Requirements + Specifications Prerequisites (client)












    Html5 audio ipad