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About Shahdee

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  • Birthday 11/08/1989

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  1. Ok, cool. Tried to use Howler and it does indeed support this Silent switch without any extra work from my side.
  2. I'm using this https://github.com/pixijs/pixi-sound
  3. I have exactly the same issue as @PuzzleGuy, however my game is made with PIXIJS. I have FBInstant.onPause implemented and it's totally for a different case, when your game goes to background and it has nothing to do with the physical switch. Answering to your question, yes, it's 100% reproducible, the game plays music in the Silent mode. @PuzzleGuy Hey, could you tell me if by this time you've found a solution for this problem?
  4. Hey, guys! Did anybody experience this problem with shareAsync? Basically, it seems like shareAsync promise resolves too early and it also depends on a platform. Here is how it looks like in my code: case SHARE_ASYNC: if (p_param) { FBInstant .shareAsync( p_param ) .then( function() { console.log( "*** FBInstant.shareAsync() ok" ); if (p_callback) p_callback( null ); }) .catch(function( p_err ) { console.log( "*** FBInstant.shareAsync() failed: " ); console.log( p_err ); if (p_callback) p_callback( p_err ); }) } els
  5. Hello! Thanks for answering me. Could you give me a clue how you simulated touch events differently?
  6. Hello, wonderful community! Seeking for advice from experienced developers. I'm making an HTML5 game with Pixi for Facebook IG platform. And initially I've encountered a problem with handling touch events. I'm subscribed to touch events like this: document.addEventListener('touchstart', onDocumentTouchStart, {passive:false}); document.addEventListener('touchend', onDocumentTouchEnd, {passive:false}); So whenever I tap on the screen with one finger, the circle should rotate in one of 2 directions. But, sometimes touchStart isn't invoked and the circle stops when instead
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