hilty Posted October 28, 2013 Share Posted October 28, 2013 So... I think the title explains itself. There's a way to do it work well in mobile?I know that the sound have to play in a touch event,but two sounds in same time don't work. Detail: Just tag Audio, without WebAudio API. Cheers, Quote Link to comment Share on other sites More sharing options...
rich Posted October 29, 2013 Share Posted October 29, 2013 It depends on the browser / OS. For lots of them you are restricted to 1 channel of active audio and that is it. Some browsers will allow you to run a couple of audio tags at once, sometimes even more, but you should really try and limit this as it can drink mobile CPU as if it was water. Your time is probably better spent using some kind of progressive enhancement method - i.e. focus on great sounds for Web Audio browsers (which covers virtually all iOS devices + Chrome on Android, so a huge number), and then just provide a decent single channel fall back for legacy devices. Quote Link to comment Share on other sites More sharing options...
Tomas Posted October 31, 2013 Share Posted October 31, 2013 Dear hilty see at:https://github.com/cykod/Quintus/blob/master/lib/quintus_audio.js It is source code of the Quintus engine by Pascal Rettig.Pascal is author of book: Professional HTML5 Mobile Game Development.The Chapter 25 on this book covers your toppic. RegardsTomas Quote Link to comment Share on other sites More sharing options...
hilty Posted October 31, 2013 Author Share Posted October 31, 2013 Dear hilty see at:https://github.com/cykod/Quintus/blob/master/lib/quintus_audio.js It is source code of the Quintus engine by Pascal Rettig.Pascal is author of book: Professional HTML5 Mobile Game Development.The Chapter 25 on this book covers your toppic. RegardsTomas Thanks Thomas, I will take a look on it. One question: In this book, Pascal shows how he built this logic? Quote Link to comment Share on other sites More sharing options...
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