uyerdna

Members
  • Content Count

    20
  • Joined

  • Last visited

  1. I had similar problem and someone did give me an answer though I haven't had time to confirm whether it works or not http://www.html5gamedevs.com/topic/16356-audio-on-safari/#entry92409 Basically, you'll need M4A extension for iOS and you must not play any audio before user interacting with your html5 content Please give it a try and let me know if it works!
  2. uyerdna

    Extending a Group

    My 2 cents: You can do this much better in TypeScript. I'm rather new to JS so I don't really know the 'myriad ways of writing it', as the forum says there is, and I was stunned trying to write OOP stuff. Moving to TS really makes everything much smoother!
  3. Hmm I see it now. I guess I'll just need to the grunt work myself if I want live-testing on my device I think I can just copy my game files to www folder of mongoose or any server and then run it on my device. Should work that way but I need some one to throw that idea at me. Thanks Tom!
  4. I was using UniServer when I developed my game using Phaser JS.. Would you kindly tell me how to hook it up to Visual Studio 2013?
  5. I'm starting to re-work my game using TS and now using Visual Studio 2013. IIS works perfect for me to test and iterate my game rapidly but I need to test it on my device as well. When working with Phaser JS, I need only to set up gruntfile.js, launch grunt, edit a little something and it will work. Can anyone please tell me how to test my game on my device or if needed, set up custom web server in VS? Thanks!
  6. Your game is working perfectly fine to me (Firefox 40.0.2 Win 8)
  7. Nebulocity, firstly sorry for butting in for such a irrelevant problem, but I thought you should know your game suffers the same problem with my problem from here. The game won't load audio files properly on Safari Phaser.Loader error loading file: bgm from URL null Phaser.Loader error loading file: jump from URL null Phaser.Loader error loading file: coin from URL null Phaser.Loader error loading file: dead from URL null Followed by TypeError: 'undefined' is not an object (evaluating 'this.masterGain.gain')
  8. uyerdna

    Audio on Safari

    I figured there is something wrong with my audio files so I tried - converting them to 128kbps 44100hz, no luck - try importing a mp3 sound that comes with the phaser sample, not working either - updating from phaser 2.3.0 to the latest 2.4.2, nope The game is working perfectly fine on mobile / desktop, only on browsers other than safari It seems like safari is handling this audio loading stuff differently than other browsers. At least to me, that seems to be the case. I'm using firebug lite to show console on my ipad http://iosbookmarklets.com/tutorials/firebug-lite-bookmarklet/ And from there I see that the requests to load audio files fail. Loading json, xml worked great Problem could be this, but I'm not sure if it is and how to fix this http://stackoverflow.com/questions/1995589/html5-audio-safari-live-broadcast-vs-not This would be the perfect time for Richard to show up and show me some light. Kinda desperate here now
  9. uyerdna

    Audio on Safari

    Hi My code is pretty standard; it works well on Chrome and Firefox, even on Android's stock browser Here's the log from Safari audio[bgm_menu]: error loading asset from URL null (no supported audio URL specified) audio[bgm_game]: error loading asset from URL null (no supported audio URL specified) Followed by TypeError: 'null' is not an object (evaluating 'this.context.createGain') TypeError: 'undefined' is not an object (evaluating 'this.masterGain.gain') Fthese above I think is because the game tried to play a sound that is not properly loaded Actually looking at the console log, all sound files are not loaded on Safari What is your audio file's quality (kbps, khz)? That might be the issue here?
  10. uyerdna

    Audio on Safari

    I just tested m4a files. No luck either. I keep getting the same error loading asset from URL null Here's a portion of my preload code preload: function () { // load assets for the loading screen this.preloaderBar = this.add.sprite(this.game.world.centerX - 150,this.game.world.centerY, 'preloaderBar'); this.load.onLoadComplete.addOnce(this.onLoadComplete, this); this.load.setPreloadSprite(this.preloaderBar); // Begin load here this.game.load.bitmapFont('littera', 'assets/fonts/littera.png', 'assets/fonts/littera.xml'); this.load.image('mainmenu_bg', 'assets/mainmenu/mainmenu_bg.jpg'); this.load.atlas('mainmenu_atlas', 'assets/mainmenu/mainmenu_atlas.png', 'assets/mainmenu/mainmenu_atlas.json'); // AUDIO this.game.load.audio('bgm_menu', ['assets/audio/bgm_mainmenu.m4a', 'assets/audio/bgm_mainmenu.ogg']);}The game works perfectly fine on desktop and a couple of android devices (just managed to grab and test on some). I'm beginning to think that it's an issue from iOS itself: https://paulbakaus.com/tutorials/html5/web-audio-on-ios/ But this is 2015 and I think Phaser is using web audio. In worst case, audio on iOS should be loaded perfectly and muted by default until user interaction. Is there anything else that I can try?
  11. uyerdna

    Audio on Safari

    Hi all I'm finishing up a little game and just now I found out that Safari is not so friendly with audio. I have tested my game working fine on the following browsers: chrome, firefox, IE, chrome android, and chrome ipad. I tested my game on Ipad 2's safari, but it says "error loading asset from URL null (no supported audio URL specified)" TypeError: 'null' is not an object (evaluating 'this.context.createGain') TypeError: 'undefined' is not an object (evaluating 'this.masterGain.gain') Tested on my PC's safari, the erorr is the same. My audio spec is - mp3 96kbps 22,050 kHz - fallback to ogg 96kbps 22,050 kHz Can anyone please give me some clue how to fix this? Thanks!
  12. Can someone please let me know what happens to the local tween when it has finished its tween? TweenOutIngredients: function () {var tweenTray = this.game.add.tween(this.ingredientsTrayGroup); tweenTray.to({x: -900}, 300, Phaser.Easing.Back.In, true); tweenTray.onComplete.addOnce(function(){ this.ResetIngredients(); }, this);},I'm worried if this local tweenTray object will not be picked up by Garbage Collector and will cause memory leak. Also, is there a recommended way to test for memory usage? When making AIR applications, we can just fire up Task Manager and look at adl.exe, I'm not sure how I look it up in Phaser Thanks!
  13. Ah, that works perfectly! I can't believe I spent a few hours just because I didn't add 'this' to addOnce Thank you very much, Tom! You're a life saver!
  14. I haven't tried typescript yet but one thing does concern me. Will it be difficult to add external JS API (say, compulsory API from game sponsors) later on, if we're not using JS?