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Does not work in iOS Safari #98

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mgreci opened this issue Nov 13, 2018 · 5 comments
Open

Does not work in iOS Safari #98

mgreci opened this issue Nov 13, 2018 · 5 comments

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@mgreci
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mgreci commented Nov 13, 2018

I’m not sure if you have considered mobile or even Safari but starting the demo initially rotates the Github and Release Notes buttons but no music plays nor does everything dance like it does on a desktop (Chrome).

@Okazari
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Okazari commented Nov 13, 2018

Safari is a known bug for me, but i have nothing to debug this out :/ Any help to find the issue would be appreciated.

@brianyuen
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Would love to see this working on mobile with mic support.

@Okazari
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Okazari commented Apr 18, 2020

I still need help on this as i don't have neither a mac or an iphone.

@mgreci
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mgreci commented Apr 19, 2020

The demo plays fine on desktop Safari. Except for a console log Promise rejection error of navigator.getUserMedia upon click on 'Use Microphone'. I'll investigate, possibly send PR.

I can try to debug iOS Safari next.

@oleegarch
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Using combination of Howler and Rythm.js resolve this problem.

Example:

import Rythm from 'rythm.js'
import { Howl } from 'howler'
import kineticMusicMP3 from '@/assets/musics/kinetic.mp3'

const howlKinetic = new Howl({ src: kineticMusicMP3, html5: true, preload: false })

const rythm = new Rythm()
rythm.addRythm('rythm-pulse', 'pulse', 0, 10)
rythm.addRythm('rythm-shake', 'shake', 0, 10)
rythm.addRythm('rythm-twist', 'twist', 0, 10)

// when need to load music and start dance page
howlKinetic.load();
howlKinetic.play();
rythm.connectExternalAudioElement(howlKinetic._sounds[0]._node);
rythm.setGain(0.1);
rythm.player.currentInputType = rythm.player.inputTypeList['TRACK'];
rythm.start();

// when need to stop dancing
howlKinetic.stop();
rythm.stop();

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