digitalmouse

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About digitalmouse

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  • Birthday 08/01/1967

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    http://about.me/jimm.pratt

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    Copenhagen, Denmark
  1. This smells of all sorts of crazy, mostly that sound drivers should not control browser implementation of rendered HTML5/Javascript code that was developed separately from hardware to begin with. But I would not be surprised in the least if MS wrapped them together for some arcane reason, especially since we have in-house proof of behavior that differs between Enterprise N and Pro editions of the same OS. I started my weekend early ( left office at 15:30, 30 minutes ago ), so I think we can give your idea a try on Monday. At this point I'll try anything, and I'm even tempted to delve into magic spells and incantations. Or just wait until November - rumor has it that Edge is getting some updates then. Thanks for the suggestion, chg!
  2. Using your code, BobF, latest howler 2 library, and the results are below. No sound at my end. Went over to colleague with Win 10 machine and Edge and sound plays fine, and our project development code works fine. Only immediately noticeable difference is that he is running Windows 10 Pro and I have Windows 10 Enterprise N. Good thing I cut off my long pony tail, otherwise I'd be pulling out my hair now. >.<
  3. Well this is annoying - audio tests on other Win 10 machines in the office work just fine. Re-installing Edge on my machine makes no difference. Interesting thing is that the other machines are accessing my IIS webserver on the in-house network with the development code hosted on it, and it works fine for them. So at least it's not my code, but clearly a machine issue. Thanks to all, so far.
  4. Aww.. Now I can't tell management we can't support Edge yet... But thanks for the info BobF - will look at Howler 2.0 beta. Could you pass along the sample you used, please? Or is it just the standard demo from their website? EDIT: tests with howler.js-2.0/tests/tests.html work fine in Chrome, no response in Edge other than the 'not implemented' console error on var test = new Audio(); Will be looking at setting up another colleagues machine to Windows 10 and compare results this morning.
  5. Sweet, alex_h - have seen that elsewhere, but just getting around to do it programmatically now. Thanks.
  6. Using MS Edge 20.10240.16384.0. Seems a reasonable fix, chg, thanks for the idea. Just tried your suggestion of "Enable experimental JavaScript features", restarted the browser and still have the soundJS demo page come up short (see screenshot). It was a worthwhile try, though. Also tried Accessibility features turned on, on a whim, but no go either. I'd hate to think it was a desktop-related issue, as some demos - like dev.modern.ie/testdrive/demos/musiclounge/ (which uses AudioContext() interestingly enough, like howler.js). To add onto my first post, here are some screenshot support (sorry for the size). Edge still gives me no love with howler.js, either. the "not implemented" line in the console points to u = new Audio() And the most basic of SoundJS setups fail. Plus Edge isn't even displaying the rudimentary <audio> tag setup, both of which work just fine in Chrome and Firefox.
  7. Hi! Has anyone had any success with using soundjs or howler.js in games (or anything else for that matter) with Microsoft Edge on Windows 10? Current project-related testing gives me: soundjs: get a "SoundJS is not currently supported in your browser" for even the most basic usage direct from soundjs's website http://createjs.com/soundjs and no errors when doing my own tests offline or online.howler.js: get a rather funny "not implemented" error in the Edge console pointing to basic Web API code in the library: audioTest = new Audio();I'm still doing some various tests, even going the long route and building AudioContext code by hand, but wanted to get this out there and see what the rest of the community experience is. There are other examples on the net (largely via Microsoft developer websites) that have some audio workingm, so it should not be rocket science. Edit: as an aside, basic HTML5 <audio> tag code like below is not even appearing in Edge (not even the fallback text): <audio controls> <source src="music.mp3" type="audio/mpeg"> Your browser does not support the audio element.</audio>Oh joy!
  8. The above workarounds mentioned above for Construct 2 and GameMaker Studio have made their way into the Howler.js library too. From their docs on GitHub: "The default behavior of howler.js is to attempt to silently unlock audio playback by playing an empty buffer on the first touchend event." https://github.com/goldfire/howler.js/ Seems to work as advertised on various Android/iOS tablets I have at hand. But do notice, under iOS 9.1 beta at least, that I still need to play an empty sound (in my case a 0.2 second silent mp3) *before* I play sounds elsewhere in the code just to trigger the touchend unblocking. If I do not do this, on a second touch event both the first and second touch triggered sounds play together. Afterwards it behaves as expected. Cheap work around, but I can live with it for now.
  9. SoundJS (http://www.createjs.com/soundjs) is working pretty good for me at the moment, but do agree on the use of Howler. Their 2.0 branch has been active in development up until a month ago. https://github.com/goldfire/howler.js/tree/2.0
  10. About 2 weeks ago I had to add code under iOS 8+ to trigger audio on an initial touch event In Safari and Chrome on a modern iPad Air. Used this touch-test fiddle to see what was actually happening on touch events: http://jsfiddle.net/cpUsA/4/ Code worked just fine when reduced to just listening for touchstart on all touch devices (Android / iOS), but after upgrading to iOS9 even listening to 'touchEnd' no longer works for me. Using soundjs currently but, as mentioned above, even howler is affected. Anyone else continuing to have issues, even with KyleNau's fix? My event listener snippet: var domElem = js.Browser.document;if ( domElem.addEventListener ){ // at first I didn't really know *where* in time the touch event is registered, so I // just check 'em all. there is a window of 300-500 ms to listen to. -jimm 15.09 // looks like touchstart and click will do. checking all of them slows // the simulator down -jimm 16.09 // iOS 9 update: nothing triggers audio now -jimm 22.09 domElem.addEventListener( "touchstart", touch_me, false ); domElem.addEventListener( "touchend", touch_me, false ); domElem.addEventListener( "mousedown", touch_me, false ); domElem.addEventListener( "mouseup", touch_me, false ); domElem.addEventListener( "click", touch_me, false );} else { domElem.attachEvent( "onclick", touch_me, false );}!#$% Apple!