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manually merged in fix for iOS 13 sound, see #39
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jbphet committed Oct 8, 2019
1 parent 3f0b440 commit 9e437aa
Showing 1 changed file with 34 additions and 30 deletions.
64 changes: 34 additions & 30 deletions js/Sound.js
Original file line number Diff line number Diff line change
Expand Up @@ -180,44 +180,48 @@ define( function( require ) {
audioEnabledProperty: audioEnabledProperty
} );

// Below is some platform-specific code for handling a number of issues related to audio. It may be possible to
// remove some or all of this as Web Audio becomes more consistently implemented.
// If an audio context was created, it means that we are using Web Audio. Many browsers have adopted policies to
// prevent a web page from being able to play a sound before a user interacts with it, so the following code was
// necessary to essentially detect when the user starts interacting with the sim and enable the audio context, which
// in turn enables the ability to produce sound.
if ( audioContext ) {

if ( !platform.mobileSafari ) {
// function to remove the listeners, used to avoid code duplication
var removeUserInteractionListeners = function(){
window.removeEventListener( 'touchstart', resumeAudioContext, false );
if ( Display.userGestureEmitter.hasListener( resumeAudioContext ) ) {
Display.userGestureEmitter.removeListener( resumeAudioContext );
}
};

// listener that resumes the audio context
var resumeAudioContext = function(){

// In some browsers the audio context is not allowed to run before the user interacts with the simulation. The
// motivation for this is to prevent auto-play of sound (mostly videos) when users land on websites, but it ends
// up preventing PhET sims from being able to play sound. To deal with this, we add a listener that can check the
// state of the audio context and "resume" it if necessary when the user starts interacting with the sim. See
// https://github.com/phetsims/vibe/issues/32 for more information.
if ( audioContext.state !== 'running' ) {

Display.userGestureEmitter.addListener( function resumeAudioContext() {
if ( audioContext.state !== 'running' ) {
// tell the audio context to resume
audioContext.resume()
.then( function(){
removeUserInteractionListeners();
} )
.catch( function(){
var errorMessage = 'error when trying to resume audio context, err = ' + err;
console.error( errorMessage );
assert && alert( errorMessage );
} );
}
else {

// the audio context isn't running, so tell it to resume
audioContext.resume().catch( function( err ) {
assert && assert( false, 'error when trying to resume audio context, err = ' + err );
} );
}
Display.userGestureEmitter.removeListener( resumeAudioContext ); // only do this once
} );
// audio context is already running, no need to listen anymore
removeUserInteractionListeners();
}
}
else {
};

// There is a different issue for audio on iOS+Safari: On this platform, we must play an audio file from a thread
// initiated by a user event such as touchstart before any sounds will play. This requires the user to touch the
// screen before audio can be played. See
// http://stackoverflow.com/questions/12517000/no-sound-on-ios-6-web-audio-api
var silence = new Sound( empty );
var playSilence = function() {
silence.play();
window.removeEventListener( 'touchstart', playSilence, false );
};
window.addEventListener( 'touchstart', playSilence, false );
}
// listen for a touchstart - this only works to resume the audio context on iOS devices (as of this writing)
window.addEventListener( 'touchstart', resumeAudioContext, false );

// listen for other user gesture events
Display.userGestureEmitter.addListener( resumeAudioContext );
}

return Sound;
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