Open tareq0065 opened 6 years ago
Same issue here: #701
I implemented this after onload
using parts of my 'MediaDrop' script. https://github.com/kosso/MediaDrop/blob/master/media_drop.html#L274
After the onload
event, simply read the file into a Javascript File
object and follow the process in the simple script provided.
This would be a very easy thing to add to Howler, I suppose.
However, I'm now on the hunt for more 'live' visualisation, animating the waves while playing. ;)
Is there any way to use a custom div or canvas to generate the waveform? Normally we are using this.
var sound = new Howl({ src: ['sounds/game-sounds.ogg', 'sounds/game-sounds.mp3'], sprite: { warmSound: [0, 750], coldSound: [875, 950], winSound: [1930, 2500], sameSound: [4518, 850], loseSound: [6093, 1700] } });
This is a very good library for use. But where I can use a custom waveform container like below. The existing example is not good. What I can do for a single audio file and generate a full sprite to a custom div.