Beta IDE Release Notes
Beta Runtime Release Notes
Beta Opt-In FAQ (How to get on the Beta Channel)
This topic is for the discussion of issues relating to HTML5 Audio. However, this does not replace our normal bug reporting system and you should report all bugs as normal using https://www.yoyogames.com/bug
Goal: Send us feedback and sample projects for when things do not work as expected. Any browser issues when using other than Chrome / Safari?
• Android and iOS no longer wait for streaming sounds to download during the loading screen - they now download async and are later queued and decompressed as required
• Added audio_sound_is_playable() so you can query if a sound is actually ready to be played in browsers which require touch permission from players before streamed audio can be used
There is no change to audio-handling on non-HTML5 platforms (though the new function will work on those platforms too), but for HTML5 we have changed how audio is loaded and played back to match the rules on the executing platform. The general rule of thumb is that a touch (or mouse) event must be recorded on the canvas for the game before any audio is played, and on iOS we need to decompress any audio before playback (as Apple have disabled streaming audio) which can introduce a delay. Again, see the manual for further details.
ADMIN EDIT: The manual currently is missing the following additional information for iOS Audio:
"HTML5 streamed audio will not play on iOS when the play request does not directly originate from a user interaction (i.e. a touch event, etc.). However, since GameMaker Studio 2 queues up click events and only handles them on the next frame, it is impossible to play streamed audio without the browser blocking it. To get around this, any HTML5 game run on an iOS browser will treat all streamed audio as unstreamed in the engine, with the exception of streamed audio not being preloaded (note that any .
What this means is that if your game is running on an iOS browser, and - for example - you have 10 music tracks that are all set as streamed mp3 files. All 10 will be initialised like unstreamed audio would, but they won't be decoded immediately before the game loads, unlike normal streamed audio which would get preloaded/decoded immediately during the load screen phase.
While this bypasses the iOS issue and prevents any huge increase in initial load times, it does mean that it may result in a state where your game has loaded, but certain streamed sounds may still be downloading or decoding. To deal with this you can use the GML function audio_is_playable(), which checks to see if a given sound can actually be played. On HTML5 this will return false if the sound is not fully loaded or decoded yet, and true if it is and can be played (on all other platforms it will always return true)."
Beta Runtime Release Notes
Beta Opt-In FAQ (How to get on the Beta Channel)
This topic is for the discussion of issues relating to HTML5 Audio. However, this does not replace our normal bug reporting system and you should report all bugs as normal using https://www.yoyogames.com/bug
Goal: Send us feedback and sample projects for when things do not work as expected. Any browser issues when using other than Chrome / Safari?
• Android and iOS no longer wait for streaming sounds to download during the loading screen - they now download async and are later queued and decompressed as required
• Added audio_sound_is_playable() so you can query if a sound is actually ready to be played in browsers which require touch permission from players before streamed audio can be used
There is no change to audio-handling on non-HTML5 platforms (though the new function will work on those platforms too), but for HTML5 we have changed how audio is loaded and played back to match the rules on the executing platform. The general rule of thumb is that a touch (or mouse) event must be recorded on the canvas for the game before any audio is played, and on iOS we need to decompress any audio before playback (as Apple have disabled streaming audio) which can introduce a delay. Again, see the manual for further details.
ADMIN EDIT: The manual currently is missing the following additional information for iOS Audio:
"HTML5 streamed audio will not play on iOS when the play request does not directly originate from a user interaction (i.e. a touch event, etc.). However, since GameMaker Studio 2 queues up click events and only handles them on the next frame, it is impossible to play streamed audio without the browser blocking it. To get around this, any HTML5 game run on an iOS browser will treat all streamed audio as unstreamed in the engine, with the exception of streamed audio not being preloaded (note that any .
What this means is that if your game is running on an iOS browser, and - for example - you have 10 music tracks that are all set as streamed mp3 files. All 10 will be initialised like unstreamed audio would, but they won't be decoded immediately before the game loads, unlike normal streamed audio which would get preloaded/decoded immediately during the load screen phase.
While this bypasses the iOS issue and prevents any huge increase in initial load times, it does mean that it may result in a state where your game has loaded, but certain streamed sounds may still be downloading or decoding. To deal with this you can use the GML function audio_is_playable(), which checks to see if a given sound can actually be played. On HTML5 this will return false if the sound is not fully loaded or decoded yet, and true if it is and can be played (on all other platforms it will always return true)."
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