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why is there no sound in swiffy files on iPads?


almondz
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I am trying to identify the issue in the Apple iOS that prevents sound in swiffy files being played on iPads.

 

According to Google, "Swiffy converts Flash SWF files to HTML5, allowing you to reuse Flash content on devices without a Flash player (such as iPhones and iPads)." - https://www.google.com/doubleclick/studio/swiffy/

 

That is true - the file size after conversion swf-to-swiffy bloats somewhat, but the animation is OK.

 

However, in testing swf-with-audio files that I converted to swiffy, I notice that swiffy sound plays in all my browsers (IE, FF, Chrome) on a Windows machine, but on an IPad, using Safari and Chrome, the files are dead silent.  

 

It's a mystery why Google hasn't figured out a way of having swiffy deliver sound on iPads through Chrome. So is the problem Apple's iOS, and why?

 

I imagine there's no hack that will solve the problem, but insights are appreciated. 

 

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Google's explanation:

"Swiffy converts a SWF file to an HTML page that contains an efficient representation of the file as a JSON object. 

The HTML page uses the Swiffy runtime (a JavaScript library) to render the animation using mainly SVG. 

Compiled ActionScript code is also contained in the JSON file and executed as JavaScript in the browser."

 

In the code of a swiffy.html file, I see "data:audio/mpeg;base64", indicating that the sound is mpeg encoded in base64. 

I tried decoding the base64 code, and saving as mpeg, but it didn't play.

But at least it looks like the audio is mpeg. If mpeg and mp4 are the same thing(?), why the audio problem on iPads?

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Apple went with the decision to only play media files in a HTML5 application after the user explicitely clicked on a "play button" what can be any kind of user interaction really. Its not restricted to audio only, but this is usually what game devs recognize first.

 

They back their decision with the idea of several users using these applications via a mobile, payed network, and as media files are usually the biggest chunk of a html or other web app, downloading them without an explicit request from the user would incur hidden costs on their mobile account.

 

With HTML5 getting stronger and stronger these days we can hope that there will be a solution to this problem.

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That's interesting. In swiffy files, the sound is embedded in the html, e.g.:

www.casedasole.it/testing/test3.html 

view source -> "data:audio/mpeg;base64... ","format":"MP3"

So, the user has already downloaded all the sound.   

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