Closed zxm1985 closed 3 years ago
Have the same issues. Only Firefox ^84.0 is affected
Here too. Firefox is the only effected out of the browsers on my Windows machine
Load up https://howlerjs.com/assets/howler.js/examples/sprite/ in Firefox Then in console, type in as one command
var id = Howler._howls[0].play('one');
Howler._howls[0].loop(true, id);
Loops everywhere about from Firefox, now. Seems a recent thing.
Looping on Firefox with Phaser 3 works fine: http://labs.phaser.io/edit.html?src=src\audio\Web%20Audio\Loop%20Delay.js
And when using https://mdn.github.io/webaudio-examples/decode-audio-data/ as a raw WebAudio implementation, looping works fine on Firefox.
@goldfire - So seems to be something within Howler.... but that's worked for ages until recently :/ Both 2.2.1 and 2.2.0 have this issue. Will investigate back further shortly
2.1.x series also does not work But 2.0.x series does work in Firefox
Drilling down even further for latest version....
Checkout the repo, and get the 'sprite' example running - but add
self.sound.loop(true, id);
on line 73.
So after you play a sound, it'll loop.
The first sound you click on will loop correctly in Firefox... but any subsequent presses will not loop
This is because when you go through looping via '_refreshBuffer' - looping works fine. But if you go via 'loop', it does not, on Firefox, for some reason
+1 - Causing issues on my WebGL-based game platform.
+1 Causing issues in our WebGL-based game too.
+1 Causing issues in our application
Fixed with #1445.
I'm using it
sound.loop (true, soundid);
has no effect when it is used. Firstlet soundid = sound.play ();
after settingsound.loop (true, soundId);
Once it was played, it was suspended. The problem was in the firebox desktop. Other browsers were normal.