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Showing results for tags 'howler.js'.
Hey yall - my friend and I have been working on GORILLA TOWN for about 4 years off and on as time permits. It started as a way to teach my friend how to code but also make it fun - so we aimed at making a clone of the old Qbasic Gorillas game for MS-DOS. Little by little it warped over time into an action oriented artillery game where you have to battle robots and escape said town. You blow up blimps and use power ups through 22 levels. The art, story, music, and voice overs, and UI was inspired by the jazz age and 1920s-30s Art Deco movement, but with a dash of weird humor. There is also a l
I've started using Howler.js for audio in some simple games. It takes care of loading sounds, but doesn't seem to have any preloading mechanism to fetch files before a Howler (sound clip) is created, i.e., in-game. Does anybody have any thoughts on how best to preload for it so sounds are ready to go as soon as the action starts? At the moment I'm leaning toward having Howler figure out which codecs to use, and then downloading the appropriate files so they're at least in the browser cache. Possibly I'll rework Howler a bit to use a cache internally. Is anyone aware of such a thing alrea
using the fantastic howler.js - all works dandy on desktop and iOS 6 but plays like a dog on android (tab 2 android 4.1.1 chrome) using the sound sprite approach, performance is woeful - it's seemingly random if it will even play a sound and there is a noticeable lag when a sound is triggered regardless of whether it plays it or not! looks like there are plenty of reported issues with android and html5 audio around - but wondered if any of you had found a better solution/library/approach to playing sounds on android specifically when making a game.