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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)What would you say that the best approach to HTML5 audio is right now?
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Author Topic: What would you say that the best approach to HTML5 audio is right now?  (Read 737 times)
pitaman
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« on: June 26, 2015, 11:51:51 AM »

Posted 17 June 2015 - 05:36 PM
Hi everyone.
 
Quick question.
 
In HTML5 game dev, what would you say the best approach to game audio is right now?
 
SoundJS? Audio Sprites? Something else?
 
 
 
Sincerely,
 
 
Carlos
« Last Edit: June 26, 2015, 01:12:05 PM by ThemsAllTook » Logged

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ThemsAllTook
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« Reply #1 on: June 26, 2015, 01:13:36 PM »

Edited title to clarify that that is an HTML5 question. I was about to post an answer but realized halfway through that it wasn't applicable. Smiley
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Cheezmeister
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« Reply #2 on: June 27, 2015, 06:52:43 PM »

It's a mess.

I've heard good things about web audio (https://en.wikipedia.org/wiki/HTML5_Audio#Web_Audio_API_and_MediaStream_Processing_API) but haven't played with it.

IMHO, the best approach at present, regardless of what tech you choose, is copious testing, trial and error, being unafraid of hacks or rolling your own, and lots of patience.
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pitaman
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« Reply #3 on: June 29, 2015, 06:29:16 AM »

Thank you sir for the correction of the title.

Edited title to clarify that that is an HTML5 question. I was about to post an answer but realized halfway through that it wasn't applicable. Smiley
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pitaman
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« Reply #4 on: June 29, 2015, 06:30:12 AM »

Thank you both for your help and feedback. It's greatly appreciated.
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« Reply #5 on: June 29, 2015, 06:40:44 AM »

I'd go with Web Audio. The only browser that doesn't support it is Internet Explorer ( Edge does support it though ). SoundJS is fine too ( if you want / need a library ), which uses Web Audio by default .. but also has HTML5 Audio and Flash fallback support.
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