Closed Deiber closed 6 years ago
We had the same issue with non-functional seeking in Chrome.
Chrome is requiring Accept-Ranges: bytes
in the HTTP-Repsonse to be able to seek, even if it already downloaded the whole file. So we added it to the response and it's now working again. Beware: You need also to support 206 Partial response on the server side to actually seek without downloading the whole file first.
See this stackoverflow question and answers for more info.
@benweidig Thanks a lot for your advice, worked perfectly...!
Hi everybody. This is my situation
I have implemented soundmanager2 in a Django project, but when I want to go to a specific position, it doesn't work as it should be, I identified that in Chrome the sound is not completely loaded when soundmanager2 is initialized. The following is my debug.
whileplaying: function () { self.updatePlaying.apply(this); this._360data.fps++; console.log(this.id + ': loading ' + this.bytesLoaded + ' / ' + this.bytesTotal); }
.On Firefox works fine, the console output is that
"ui360Sound0: loading 1 / 1"
But for Chrome this is the result
ui360Sound0: loading 0.6932614378124208 / 1
... and never reach 1, for this reason, when I click on any position of the timeline the player, it is restartedThe audio file is loading like that:
<div class="ui360 ui360-vis" style="background-image: none;"><div class="sm2-360ui"><canvas class="sm2-canvas hi-dpi" width="512" height="512"></canvas> <span class="sm2-360btn sm2-360btn-default"></span> <div class="sm2-timing alignTweak"></div> <div class="sm2-cover"></div></div><a debug="1" href="https://SERVER/media/audio/Thomas_and_Zed_conversation.ogg" class="sm2_link">The first audio</a></div>
Issue
Any idea about what's happening, and how fix it?
Thanks a lot...!