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I d'like to use preloadjs instead of the howler.js preloader, so when I create a new howler.js object I've understand that I need to add 'preload : false' but how do you do the link between that howler object and the source file from preload.js ? I didn't found anything about that inside the documentation. Could you
show me an example ?
Thank you, there is few things I need to understand... Before to use PreloadJS for audio, I was only using it for images just after an howler object has been created (with 'preload : true'). It was working like a charm everywhere but not on Android device (no one!), after a lot of tests, I understand that use PreloadJS and the Howlers.js in the same time, was the source of the problem, so it leads me to use only Preload.js instead.
So there is two ways for me, either I continue to use only preloadJS , either I retry to preload with howlers like before but in this case I've a another question, see below...
1.
If I only use prealoadJS, I need to provide more than one audio format. For the moment, I give : .MP4, .OGG and .MP3 . With preloadJS, accordingly to the documentation, I use the SoundJS plugins to guess what format to load. But once it 's done, I don't know how to guess which file format has been loaded. there is probably a way for knowing it but didn't found it for the moment. So what should I do in this situation ?
2.
If I use the preloader of Howler.js, the audio files are the louder part of my application, I d'like to display the load progress, how could it be achieved ?
**Update **: I just read this
http://stackoverflow.com/questions/37749258/how-can-i-update-a-progress-bar-with-howler-js
, it has not changed ? If not it seems to be a good reason to use the first solution
For the moment I do something like that :
howl_sound = new Howl({
src : [ 'audio/SpritesSounds.ogg',
sprite: {
music_1 : [ 0, 17782 , true ],
music_2 : [ 17782, 65777, true ],
autoplay : false,
preload : false,
onloaderror: soundLoadError,
html5 : true
and is my preloadJS :
manifest = [
//Some image
{src:"img/image1.png", id:"img1"},
//Sound
{src:"audio/SpritesSounds.m4a", id:"SpritesSounds"}];
preload = new createjs.LoadQueue(true);
createjs.Sound.alternateExtensions = ["ogg", "mp3"];
preload.installPlugin(createjs.Sound);
preload.addEventListener("progress", updateLoading);
preload.addEventListener("complete", doneLoading); // add an event listener for when load is completed
preload.loadManifest(manifest);