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Showing results for tags 'soundspriting'.
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Got a game that plays sound as it should do on desktop, and iOS is pretty good too. However Chrome on Android is proving difficult. (Been testing primarily with a Galaxy S6 but the problem is common across a range of devices) The issue I am experiencing is that when the first sound tries to play there is a delay in the region of half to a whole minute before it eventually makes a noise. After the first sound plays the rest seem to work fine. We have a screen that needs user interaction to get through that is supposed to in the process unlock sound but for the purposes of this I've enabled the chrome://flags/#disable-gesture-requirement-for-media-playback so that it doesn't have any impact on the this issue. I can confirm that if I get the game to play a sound after it finishes the initial load with this flag enabled it will do so without user interaction, eventually - there is still the long delay. The game is using webAudio and sound spriting. All the sounds are added to phaser and spriting maps set up before any attempt to play sound is made. The sound file is being successfully loaded and is in ogg format to minimise decode time. If the game is left alone for a while before trying to play a sound the sound plays without delay. Does anyone recognise this problem? Any advice at trying to resolve it would be greatly appreciated.