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Found 4 results

  1. Hi guys, I was looking for a Phaser boilerplate, simple, clean to get me started but what I've found on the web was outdated, too complex or didn't do the right thing (at least for me) so I've decided to create my own. The Phaser boilerplate that I've put together comes with: - the latest version of Phaser CE 2.9.4 - TypeScript - Howler.js 2.0.7 (an awesome audio library) - can be removed if one does not need it - Webpack 3.10.0 - ... and few things to get a game up and running in no time Some of the awesome features: There is a integrated TypeScr
  2. Hi all I've just started on my second prototype for a game, only this time I'm wanting to sort out a few more of the core parts to it first. Audio being the one I'm tackling at the moment. I have a basic setup atm a loader and a few sprites to test. Upon finishing the load (including a music mp3 file) it runs a startGame function which then plays the audio track. I originally tried using the pixi-audio plugin from GitHub, but could not get this one to work at all (does it still work with PixiJsV4?) so moved onto Howler Howler does work, and plays the audio file once loaded. How
  3. 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 l
  4. Hi, Apologies if this has been discussed elsewhere on this forum but I couldn't see anything. I'm currently in the middle of building a browser game using HTML5 and am coming across an issue with audio (I know, there's always issues with HTML5 audio! ) I use Howler.js to handle audio sprites that contain numerous sound snippets. Howler seems great at handling the audio on mobile and definitely seems like one of the best ways of getting the consistency across devices. However I have noticed that when on a slow connection, if the user starts the game before the audio is loaded that Howler
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