Reputation: 469
I use XMLHttpRequest to preload files for a game. If WebAudio isnt supported I fall back to using audio elements.
On Android it works fine in Firefox but sound does not play in chrome. Here's some testing code:
document.addEventListener('touchstart', function(event) {
event.preventDefault();
if( window.audio ) window.audio.play();
console.log( window.audio );
});
window.audio = null;
var xhr = new XMLHttpRequest();
xhr.open('GET', '/sounds/shotgun.webm', true);
xhr.responseType = 'arraybuffer';
xhr.onreadystatechange = function() {
if (xhr.readyState === 4) {
var blob = new Blob( new Array( new Int8Array( xhr.response ) ), { type: 'audio/webm' } );
var url = window.URL.createObjectURL( blob )
window.audio = new Audio();
window.audio.src = url;
console.log( 'sound loaded' );
}
};
xhr.setRequestHeader("Content-type", "application/x-www-form-urlencoded");
xhr.send();
I suspect this is a Chrome for android issue with the object url...
Anyway I'm looking for a way to play sounds on Chrome for Android using cached data from an XMLHttpRequest.
Upvotes: 2
Views: 2105
Reputation: 16597
This does in fact appear to be a bug. I have raised it here https://code.google.com/p/chromium/issues/detail?id=227476 and created a test case for it. When I get back from vacation I will assign it to the correct team if it has not already been triaged. I will also update this answer if I find any other work around.
Upvotes: 3
Reputation: 14456
I don't have an Android phone handy, but I know that in the past you needed to use window.webkitURL
instead of window.URL
. Maybe try:
( window.URL || window.webkitURL ).createObjectURL( blob )
Upvotes: 0