Comments (5)
for the first problem, it comes from this.duration = (e.bytesTotal / (e.bytesLoaded / this.sound.length));
it's not representing the real duration but the time until we can seek
from audio5js.
@ISIA-DASHR I'll look at the flash timeupdate issue asap.
Can you provide link to jsfiddle or code examples that reproduces issue 2?
from audio5js.
Regarding issue 1 with inaccurate playback duration, this will be hard to fix, since it relies on ActionScript's ability to determine the length of the sound object. Unfortunately, AS3 cannot accurately determine the sound object's length while the sound hasn't downloaded completely, so the audio duration is only estimated, and is constantly changing while audio is downloaded into the browser.
from audio5js.
yes unfortunately i saw that too...
For the second issue, with firefox, you can reproduce by putting a callback with wrong code in it (this.BLOAUAH() for exemple...), it won't fire any error and events such as timeupdate will stop happening for about 5-6 seconds.
from audio5js.
@ISIA-DASHR, after looking into this, i think it'll be cleaner to leave the code as is, rather than wrap flash event handlers in try/catch blocks for the off chance that someone introduced an error in their code.
I'm sorry I cannot be more accommodating in this respect.
from audio5js.
Related Issues (20)
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from audio5js.