Search the Community
Showing results for tags 'safari browser'.
Found 2 results
I'm currently hunting down an issue with a game that we have developed with pixi.js: According to the dev tools in Chrome, the game uses about 53MB memory. On FireFox it uses about 73MB. On Safari it uses anything between 1800 and 3500MB. On an iPad with iOS12 the game crashes before it even starts, both on Safari and Chrome. As I understand it, Chrome on iOS uses webkit (as apposed to chromium?), so I suspect there is something wrong with webkit. But I could be wrong, I haven't really had a need before to dive into that. Has anyone else experienced memory issues when using pixi on Safari? I have been trying to use the Safari Web Inspector's Timeline recorder, but it doesn't tell me much - likely because I'm not 100% sure what I'm looking at. It says that the java heap is around 600MB, the 'layers' take up around 1GB and the 'page' another 1GB. Both of these last ones can also go up to 1.5GB, and sometimes go down to about 800GB (I'm guessing when pixi's GC kicks in). I'm not sure what the 'layers' are, the 'page' is 'everything else' (graphics, audio, etc.). If someone knows about a good reference of how to 'read' the information supplied by the web inspector, that would also be greatly appreciated!
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!