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WebAudio Orientation example not working on mobile browser (iOS) #18654
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I'm unable to reproduce on a Pixel (1) Android with latest Chrome and Firefox. The example works as expected. I don't have an iOS device at hand so somebody else needs to confirm this issue. BTW: The following two lines of code should not be necessary when using the audio classes of var AudioContext = window.AudioContext || window.webkitAudioContext
audioContext = new AudioContext()
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Thanks for the clarification. :) |
What do you mean with "does not work"? Do you hear no sound at all in |
no sound at all. when visiting another website (youtube) there is sound. |
Okay, I see. But the other WebAudio examples do work on your iPhone? |
No, the webaudio_visualizer example is also not wortking :/ |
All examples work on an iMac with macOS 10.15.3 and Safari/FF/Chrome. So yeah, it is obviously an iOS issue. |
Yep, tested this myself with my MacBook Pro. |
I just tested on iOS 12. The examples seem to work. Sadly enough my code does not work on either... |
Probably related: #17948 |
Hmm, will test tomorrow. |
Any chance you tested this on iOS 13? Thnx |
I can confirm that https://threejs.org/examples/webaudio_orientation.html works on Safari 12.1/iOS 12.4. |
Updating to iOS 13.3.1... |
And I can confirm that audio no longer works in Safari 13/iOS 13.3. |
Hi everyone, I guess this is caused by a bug in Safari (https://bugs.webkit.org/show_bug.cgi?id=203435) which seems to be fixed but not yet shipped. |
That would perfectly explain why |
👏 good find. 👍 Keep in mind it is not just a Safari issue, also does not work on Chrome and Firefox. Basically anywhere were MediaElement is used in code. I guess nothing to do but wait it out... (or is there an alternative way to play audio sources?) Cheers! |
Unfortunately there is no real Firefox or Chrome on iOS. Apple doesn't allow that. Every browser is a Safari (or WebKit) on the inside. If your audio file is small enough you could use an AudioBufferSourceNode to play it. But I'm not sure how that works with three.js. |
aha, didn't know that. |
@chrisguttandin Any chance we can find out when the fix will be shipped? |
I have no idea. Hopefully it comes with the next security update for iOS but I wouldn't bet on it. :-( |
You might want to ask this question at the webkit issue 👍 |
Ok! Thnx |
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Description of the problem
I am having problems making PositionalAudio work on mobile. I am initialising everything Audio related after a user click like so:
The createSoundObjects method fetches a source url from firebase and uses it for the initialiser of my "Sound" class like so..
This works great on desktop, but I cannot get it to work on mobile (iOS 13, Safari && Chrome && Firefox).
I then proceeded to check out some examples and found out that the official WebAudio Orientation example isn't working either.
=> https://threejs.org/examples/webaudio_orientation.html
Nothing abnormal is getting logged in my console. please help. Thank you.
Three.js version
Browser
OS
Hardware Requirements (graphics card, VR Device, ...)
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