Nick Posted August 5, 2014 Share Posted August 5, 2014 I'm using a single Phaser.Sound instance with markers ( audio sprite ) to handle SoundFX in my game. Calling play() repeatedly works well in Chrome and FF. In IE however, a sound that is still playing gets cut-off when play() is called again. I'm guessing this is because IE does not support web audio. Has anyone had success in playing overlapping sound FX in IE11? Link to comment Share on other sites More sharing options...
lewster32 Posted August 5, 2014 Share Posted August 5, 2014 Correct - no Web Audio even in IE11: http://caniuse.com/audio-api Link to comment Share on other sites More sharing options...
Nick Posted August 6, 2014 Author Share Posted August 6, 2014 Got it. Okay, so I think I'm going to have to create multiple sound instances for IE. Thanks Link to comment Share on other sites More sharing options...
Nick Posted August 7, 2014 Author Share Posted August 7, 2014 I've been able to get around this by loading in multiple sounds that point to the same file. e.g. game.load( 'sound-0', 'sounds.mp3' );game.load( 'sound-1', 'sounds.mp3' );game.load( 'sound-2', 'sounds.mp3' );game.load( 'sound-3', 'sounds.mp3' ); However I'm not sure this is the cleanest way to achieve this... Is there a way to call load once then add new sounds that have a different key but use the same file? Link to comment Share on other sites More sharing options...
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