I make a game that often plays sounds. I noticed that the sound will not play again while it is playing. For example, a player collides with a wall, the sound "kick" is played. But if a player collides with one wall and then quickly collides with another wall, only one βkickβ sound is played, and I believe that this happens because the first sound did not end. It's true? How can I avoid this? I thought about preloading the sound three times, always playing another copy of that sound, but it seems pretty dumb ...
SOLVE:
It turns out that I was right ... You need to preload several versions of the sound, and then play them circularly.
THE CODE:
var ns = 3; //The number of sounds to preload. This depends on how often the sounds need to be played, but if too big it will probably cause lond loading times. var sounds = []; //This will be a matrix of all the sounds for (i = 0; i < ns; i ++) //We need to have ns different copies of each sound, hence: sounds.push([]); for (i = 0; i < soundSources.length; i ++) for (j = 0; j < ns; j ++) sounds[j].push(new Audio(sources[i])); //Assuming that you hold your sound sauces in a "sources" array, for example ["bla.wav", "smile.dog" "scream.wav"] var playing = []; //This will be our play index, so we know which version has been played the last. for (i = 0; i < soundSources.length; i ++) playing[i] = 0; playSound = function(id, vol) //id in the sounds[i] array., vol is a real number in the [0, 1] interval { if (vol <= 1 && vol >= 0) sounds[playing[id]][id].volume = vol; else sounds[playing[id]][id].volume = 1; sounds[playing[id]][id].play(); ++ playing[id]; //Each time a sound is played, increment this so the next time that sound needs to be played, we play a different version of it, if (playing[id] >= ns) playing[id] = 0; }
javascript html5 html5-audio audio
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