Reputation:
This seems to be an issue after I upgraded my iPod Touch to iOS 15 (15.0.1).
When running the example below, it works fine on the first load, playing the sound as many times as I want. However, if I lock the screen on my iPod Touch, then return after a couple minutes, the sound no longer plays. To troubleshoot I set up a state change listener on the AudioContext instance and verified that Safari sets the state back to running
after it was set to interrupted
when the screen was locked. Yet, the sound does not play.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>audio-test</title>
</head>
<body>
<script>
const AudioContext = window.AudioContext || window.webkitAudioContext;
const audioContext = new AudioContext();
// Create AudioBuffer and fill with two seconds of white noise.
const channels = 2;
const frameCount = audioContext.sampleRate * 2.0;
const audioBuffer = audioContext.createBuffer(channels, frameCount, audioContext.sampleRate);
for (var channel = 0; channel < channels; channel++) {
var nowBuffering = audioBuffer.getChannelData(channel);
for (var i = 0; i < frameCount; i++) {
nowBuffering[i] = Math.random() * 2 - 1;
}
}
const button = document.createElement('button');
button.textContent = 'Play Audio';
document.body.append(button);
button.addEventListener('click', () => {
const currentSourceNode = new AudioBufferSourceNode(audioContext, {
buffer: audioBuffer,
});
currentSourceNode.connect(audioContext.destination);
currentSourceNode.start();
});
</script>
</body>
</html>
Upvotes: 8
Views: 3091
Reputation: 144
Screen lock does not allow scripts to run on IOS.
My workaround is to run 2 audio player elements. One audioElementWithSound and, another with an empty-10s.mp3 file.
Clicking play starts both elements. I then have an event listner listening to 'ended' on the empty.mp3, re-starting the empty.mp3 if the withSound is not done playing yet.
It would look something like this :
let audioElement();
let stayAwakeAudio();
function playSound(){
audioElement.src = "/assets/audioClip.mp3"
audioElement.play;
stayAwake()
}
function stayAwake() {
console.log("I'm awake");
stayAwakeAudio.src = "/assets/empty10sSoundFile.mp3";
stayAwakeAudio.play();
}
stayAwakeAudio.addEventListener('ended', function () {
if (audioElement.play) {
console.log('Audio still playing')
stayAwake();
}
else {
console.log('No audio playing, letting screen time out');
}
}, false);
Upvotes: 1
Reputation:
Strangely, if I add an audio element to the HTML that points to some mp3 file, which isn't even referenced in the code at all, then locking the screen for a while then returning to the page no longer affects the audio playback.
Updated code:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>audio-test</title>
</head>
<body>
<script>
const AudioContext = window.AudioContext || window.webkitAudioContext;
const audioContext = new AudioContext();
// Create AudioBuffer and fill with two seconds of white noise.
const channels = 2;
const frameCount = audioContext.sampleRate * 2.0;
const audioBuffer = audioContext.createBuffer(channels, frameCount, audioContext.sampleRate);
for (var channel = 0; channel < channels; channel++) {
var nowBuffering = audioBuffer.getChannelData(channel);
for (var i = 0; i < frameCount; i++) {
nowBuffering[i] = Math.random() * 2 - 1;
}
}
const button = document.createElement('button');
button.textContent = 'Play Audio';
document.body.append(button);
button.addEventListener('click', () => {
const currentSourceNode = new AudioBufferSourceNode(audioContext, {
buffer: audioBuffer,
});
currentSourceNode.connect(audioContext.destination);
currentSourceNode.start();
});
</script>
<audio src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/858/outfoxing.mp3" crossorigin="anonymous"></audio>
</body>
</html>
Upvotes: 9