I have a nice and universal rollback solution:
<script type="text/javascript"> var audiotypes={ "mp3": "audio/mpeg", "mp4": "audio/mp4", "ogg": "audio/ogg", "wav": "audio/wav" } function ss_soundbits(sound){ var audio_element = document.createElement('audio') if (audio_element.canPlayType){ for (var i=0; i<arguments.length; i++){ var source_element = document.createElement('source') source_element.setAttribute('src', arguments[i]) if (arguments[i].match(/\.(\w+)$/i)) source_element.setAttribute('type', audiotypes[RegExp.$1]) audio_element.appendChild(source_element) } audio_element.load() audio_element.playclip=function(){ audio_element.pause() audio_element.currentTime=0 audio_element.play() } return audio_element } } </script>
After that, you can initialize as much audio as you want:
<script type="text/javascript" > var clicksound = ss_soundbits('your/path/to/click.ogg', "your/path/to/click.mp3"); var plopsound = ss_soundbits('your/path/to/plopp.ogg', "your/path/to/plopp.mp3"); </script>
Now you can reach the initialized audio element, if you want, with simple event calls such as
onclick="clicksound.playclip()" onmouseover="plopsound.playclip()"
Andrรฉ R. Kohl Jul 09 '14 at 14:45 2014-07-09 14:45
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