I'm trying to accomplish a simple doodle-like behaviour, where a mp3/ogg sound rings on click, using the html tag. It is supposed to work under Firefox, Safari and Safari iPad is veri desireable.
I've tried many approaches and have come down to this:
HTML
<span id="play-blue-note" class="play blue" ></span>
<span id="play-green-note" class="play green" ></span>
<audio id="blue-note" style="display:none" controls preload="auto" autobuffer>
<source src="blue.mp3" />
<source src="blue.ogg" />
<!-- now include flash fall back -->
</audio>
<audio id="green-note" style="display:none" controls preload="auto" autobuffer>
<source src="green.mp3" />
<source src="green.ogg" />
</audio>
JS
function addSource(elem, path) {
$('<source>').attr('src', path).appendTo(elem);
}
$(document).ready(function() {
$('body').delegate('.play', 'click touchstart', function() {
var clicked = $(this).attr('id').split('-')[1];
$('#' + clicked + '-note').get(0).play();
});
});
You can actually see the whole demo at ign.com.uy/loog/
This seems to work great under Firefox but Safari seems to have a delay whenever you click, even when you click several times and the audio file has loaded. On Safari on iPad it behaves almost unpredictably.
Also, Safari's performance seems to improve when I test locally, I'm guessing Safari is downloading the file each time. Is this possible? How can I avoid this? Thanks!
your audio files are loaded once then cached.. playing the sounds repeatedly, even after page refresh, did not cause further HTTP requests in Safari..
i just had a look at one of your sounds in an audio editor - there was a small amount of silence at the beginning of the file.. this will manifest as latency..
is the Web Audio API a viable option for you?
Apple decided (to save money on celluar) to not pre-load
<audio>
and<video>
HTML elements.From the Safari Developer Library:
I don't think you can bypass this restriction, but you might be able to.
Remember: Google is your best friend.
Update: After some experimenting, I found a way to play the
<audio>
with JavaScript:Note: I only tried with
<audio>
.Update 2: jsFiddle here. Seems to work.
I just answered another iOS/
<audio>
question a few minutes ago. Seems to apply here as well:Preloading
<audio>
and<video>
on iOS devices is disabled to save bandwidth.Source: Safari Developer Library
I am having this same issue. What is odd is that I am preloading the file. But with WiFi it plays fine, but on phone data, there is a long delay before starting. I thought that had something to do with load speeds, but I do not start playing my scene until all images and the audio file are loaded. Any suggestions would be great. (I know this isn't an answer but I thought it better that making a dup post).
The problem with Safari is that it puts a request every time for the audio file being played. You can try creating an HTML5 cache manifest. Unfortunately my experience has been that you can only add to the cache one audio file at a time. A workaround might be to merge all your audio files sequentially into a single audio file, and start playing at a specific position depending on the sound needed. You can create an interval to track the current play position and pause it once it has reached a certain time stamp.
Read more about creating an HTML5 cache manifest here:
http://www.html5rocks.com/en/tutorials/appcache/beginner/
http://www.whatwg.org/specs/web-apps/current-work/multipage/offline.html
Hope it helps!