-
-
Notifications
You must be signed in to change notification settings - Fork 2.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Suggestions for more examples/docs? #1485
Comments
Hey @goldfire first all, thank you very much for all the efforts. This library is gold. |
I would love more extensive documentation on how to use Howler for sound effects in web games. I understand that one can just do it as is shown in the basic example, but I am personally puzzling over issues like what is the best pool number and should I handle unload of individual sounds, etc. I would also love a Troubleshooting section, something like "Common problems and how to fix them". |
Agreed, great library 😄 Two things for me:
|
I ran into a series of problems/discoveries when I tried to use Howler for a game: How do I precache sounds?I have a bunch of sounds to play when space ships are shooting each other. So I'll make a dictionary of URLs and instantiate But the first sound doesn't playOh right, because when I try to play it, it has to download the file first, given I'm instantiating the Let's just make a dictionary of
|
I am looking for more detailed documentation on how to efficiently load sound data from a locally stored blob with howler (that is with the least memory consumption overhead). I have a specific scenario, see below. Missing documentationThere is very little documentation available at https://github.com/goldfire/howler.js#src-arraystring--required However, I would like to have some more topics covered like
My scenarioI am developing a karaoke-type application, for audio playback specifically in rehearsals. See https://web-test.replayer.app, if you want to try it. It's a PWA, for offline use, including the sound files. The files may be quite long (up to 15 mins) and I want to store them for offline use, too. The user downloads a package (.zip) of sound files, and the application stores them into the local indexed db storage. I currently retrieve them (all at once) from the indexed db, and load them into individual howls for consecutive playback. I do this by creating objectURL's. A minor drawback is, that howler can not detect the media type from object URL's. |
hey @suterma , I use howler in conjunction with localforage https://github.com/localForage/localForage to store mp3 Files. The library makes very easy to work with offline storage for large files. |
@dheimoz Thanks for mentioning this library. I already use https://github.com/jakearchibald/idb-keyval with success. The issue at hand is more on how to efficiently hand over the data to howler for playback. I fear that some memory is actually allocated by howler, when I hand over the objectUrl. I would have some more comfort, when the howler docs would have an example or explanation about this. I have edited my other comment to better reflect this aspect. |
I noticed we had some dings on Openbase (https://openbase.com/js/howler) for having poor documentation. One of the initial goals for the project was obviously to make audio on the web extremely easy, so I've been thinking about ways to improve that in the docs. This is something I've struggled with being so close to the project, so any suggestions or PRs for additional examples or areas to cover in the docs would be greatly appreciated!
The text was updated successfully, but these errors were encountered: