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When I am trying to play multiple sounds from one sprite in IE11 only one sound is playing. In other browsers everything is ok
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I can enable the sound on iOS if I tap with one finger, but Howler.ctx.resume() does not work if I use multi touch. Also, the sounds pile up until I click with one finger and are played all at once.
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I'm trying to get howler to work in a Cordova app under Android 6, but it keeps crashing. My code (ES6 processed by webpack + babel to produce the final output) looks like this (after much deletion):…
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Audio Sprite similar to - https://howlerjs.com/#sprite | https://github.com/goldfire/howler.js#define-and-play-a-sound-sprite | https://github.com/goldfire/howler.js#sprite-object-
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I want to use this in a Angular 2 App. Is this possible?
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**Is your feature request related to a problem? Please describe.**
The Icecast implementation uses a simple HTML `canvas` wrapper, so the audio control is quite lacking. Skipping tracks can regularly…
jaedb updated
4 years ago
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Hello, I tried a HTML5 demo on your website with Samsung's proprietary (and default) "Internet" browser and it doesn't work. In particular: Music Player, Live Radio and HTML5 tests are silent. Other d…
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### Feature Request Web Audio API Visualization
I'm using Amplitude JS for a public whalesong database and am wondering when you are planning to release the Web Audio API visualization plugin.
#…
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On my android device audio plays when the screen is locked.
Now I got a report that the audio stops playing when the screen is locked on iOS. Unfortunately I can't test it because I don't have an i…
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This is really strange on its own, but it also seems to be incompatible with the API of the actual `openfl.events.Event` included with OpenFL.
https://github.com/openfl/robotlegs/blob/master/src/op…