d0nkeykong Posted November 11, 2014 Share Posted November 11, 2014 I'm testing in Chrome 38.0.2125.111 and none of these methods are working for me (Phaser 2.1.3)When I look at the sound object, isPlaying is true but no sound plays unless I just use sound.play() which works as expected.// OkbgMusic = game.add.audio('intro-music');bgMusic.play();// No soundbgMusic = game.add.audio('intro-music');bgMusic.fadeIn(1000,false)Can any one help? Link to comment Share on other sites More sharing options...
rich Posted November 11, 2014 Share Posted November 11, 2014 Has the music definitely finished decoding? 1 second isn't very long, audio files can take a while to decode (often more than 1 second) so it might simply be that it's reached full volume by the time it's able to actually play. The following code works fine for me, same build of Chrome, uses assets from the Phaser Examples repo:var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });function preload() { game.load.image('disk', 'assets/sprites/ra_dont_crack_under_pressure.png'); game.load.audio('boden', 'assets/audio/goaman_intro.mp3');}var music;function create() { game.stage.backgroundColor = '#182d3b'; game.input.touch.preventDefault = false; music = game.add.audio('boden'); music.onDecoded.add(start, this); s = game.add.sprite(game.world.centerX, game.world.centerY, 'disk'); s.anchor.setTo(0.5, 0.5);}function start() { music.fadeIn(4000);}function render() { game.debug.soundInfo(music, 20, 32);} Link to comment Share on other sites More sharing options...
d0nkeykong Posted November 14, 2014 Author Share Posted November 14, 2014 Hi Rich. I missed your code example but added an event for onDecoded and that fixed the problem Thanks for your help. Dave Link to comment Share on other sites More sharing options...
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