Webteases on iPad/ iPhone no sound

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MidnightaGirl
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Webteases on iPad/ iPhone no sound

Post by MidnightaGirl »

Hey so I used to puffin app on my iPad and iPhone which worked great but now it doesn’t work, it gets stuck at loading script, it just sits there loading forever :weep:
So I tried safari to my surprise now works and loads but there is no sound at all :no:
Does anyone know how to fix this ?
Also on my note book using windows 10 that now gets stuck at the loading script also, I think it must be something on my end as all 3 devices won’t work :weep:
Please if you have advice to share
Thank you :love:
Tedlington9099
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Re: Webteases on iPad/ iPhone no sound

Post by Tedlington9099 »

Hi MG,
I run a MacBook and have the same problem with Safari.
After having a quick fiddle (always good on this site) I found that "Opera" works properly and is not too dissimilar to Safari in operation.
Hope it floats your boat (sic) too.
or
Many users find that "Chrome" adds luster to their cluster.
Good Luck
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Re: Webteases on iPad/ iPhone no sound

Post by MidnightaGirl »

Hey, thanks I’ll try it now, ready for later :smile:
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Re: Webteases on iPad/ iPhone no sound

Post by MidnightaGirl »

OMG it worked yay, thank you so much, :love:
Tedlington9099
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Re: Webteases on iPad/ iPhone no sound

Post by Tedlington9099 »

More than a pleasure MG
You will probably find that "Opera" will work properly on Win10 too ... it does for me ...
Any further probs, just PM me and I'll try and help ... I run a 2B too.
Have fun
XXX
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Re: Webteases on iPad/ iPhone no sound

Post by YamiLoli »

MidnightaGirl wrote: Thu Apr 18, 2019 6:08 pm OMG it worked yay, thank you so much, :love:
Did you get it working on an iPhone/iPad or on a notebook? The sounds don't play on my iPad even when using Opera
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Re: Webteases on iPad/ iPhone no sound

Post by MidnightaGirl »

Yes it’s working now on opera on my notebook, still not on my iPad though. It used to work on puffin app but not anymore.
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Re: Webteases on iPad/ iPhone no sound

Post by undeniable_denial »

Someone contacted me about my tease randomly having sound on their iPad. I have looked into this, despite not owning an iDevice myself. It seems possible to get sound in EOS-teases with Safari-mobile under certain conditions. I've made a quick example:
https://milovana.com/webteases/showteas ... d260703d35


Basically what's happening is this: Apple thinks it's not user friendly if sounds play on their own. A user interaction is required first.

Technical details:
Spoiler: show
This means you have to do things in this order in EOS:
  • Play-action with identifier mySound
  • Choice-action (or a Say-action that requires a click)
  • Eval-action containing Sound.get("mySound").play()
For more details see the attached json of the above demo.

A timer inbetween is fine, but there has to be a user interaction between the loading and the playing. Unfortunately it's not realistic to expect authors to adjust their teases to this.

In principle EOS could preload all sound files and then use the initial click on the loading screen as an interaction to fix it for iOS, however that's not practical if there are a lot of sound files in the tease. It would just be a memory hog.
I think the best solution is to use Milovana with a different browser that adheres to web standards. Possibly Firefox.
Attachments
ipad-sound-test-2020-01-13.zip
(566 Bytes) Downloaded 234 times
Coruscant13
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Re: Webteases on iPad/ iPhone no sound

Post by Coruscant13 »

I tested your sample and it works!
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Re: Webteases on iPad/ iPhone no sound

Post by fapnip »

I'm pre-loading all the sounds in Be Nice, or Else!. Seems to work without any real memory issues. I suppose if the sounds are huge it could be a problem, but in that case, just compress them down a bit?

I found that I had to pre-load anyway (though not requiring it be initiated by user interaction) to get sounds to work well in Firefox on Android.

I also found it easier to manage the sounds in pages once I pre-loaded them all into a global array., being able to easily reference them by number with global functions, like startSound(x); stopSound(x). No need to add a bunch of Audio actions on each page.
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