[Webkit-unassigned] [Bug 132691] HTMLAudioElement doesn't play with Javascript on iOS with WebKit (Safari and Chrome on iPad/iPhone 7)
bugzilla-daemon at webkit.org
bugzilla-daemon at webkit.org
Thu May 8 20:54:37 PDT 2014
https://bugs.webkit.org/show_bug.cgi?id=132691
--- Comment #1 from Hugo <lebegue_h at yahoo.com> 2014-05-08 20:55:00 PST ---
More colors on the issue,
I intend to deliver the game through HTML5 over a browser window, and not a native App.
I tested the code (see below) on Google Android 4.4.2 Nexus 7 tablet and this platform has the same problem. I.e. the audio would not preload or beeen played by Javascript, unless the user click on the Audio element.
The same testing works fine with WebKits on Chrome and Safari (ironically), and is perfect with Firefox and IE on Windows 7 (yes, you read correctly IE11, ??#..#?)
The various HTML5 game framework that I found at http://html5gameengine.com/ are trying to do the same thing (preload video and audio HTML5 assets so the game can present it when it transitions from scene to scene), but all are reporting the same problem, and have to fallback on browser plugins.
Why wouldn't the mobile WebKit let the Javascript page code play the sound without requiring the user to click on the HTMLAudioElement? It does on Windows...
I understand Tablets users may be concerned with bandwidth usage and associated costs over 3/4G, but rather than blocking the code in the WebKit, why not prompting the user if it would allow the application to pre-load the sounds and interacting with the Audio Element? Why not make this feature work when connected over WIFI?
I respect the talents of the many of you that invest time and energy in the development of the WebKit. Please let me know what your thoughts on the subject. This is a show stopper for me and many others. Let me know if you need more code sample.
Thank you
Hugo
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