MIDIDrums | MIDI version of Shiny Drum Machine | Audio Utils library
kandi X-RAY | MIDIDrums Summary
kandi X-RAY | MIDIDrums Summary
MIDI version of Shiny Drum Machine
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Top functions reviewed by kandi - BETA
- Initialization function .
- called when the midi input is filled
- Handle mouse down
- Controller for the time
- Process MIDI event .
- Creates new Jazz instance
- state of chord
- Schedule the sequence
- Initializes settings .
- Loads the assets from theets .
MIDIDrums Key Features
MIDIDrums Examples and Code Snippets
Community Discussions
Trending Discussions on MIDIDrums
QUESTION
I'm currently working on adapting this web audio API demo for a project that I am working on, but there is no sound when I test on an iPhone. It works fine on the iPad.
I've searched for solutions and found this thread on StackOverflow with the following snippet of one of the answers:
Safari on iOS 6 effectively starts with the Web Audio API muted. It will not unmute until you attempt to play a sound in a user input event (create a buffer source, connect it to destination, and call noteOn()). After this, it unmutes and audio plays unrestricted and as it ought to. This is an undocumented aspect of how the Web Audio API works on iOS 6 (Apple's doc is here, hopefully they update it with a mention of this soon!)
The user input event should be the onclick event on the play button but changing to use noteOn()
instead of start()
still doesn't fix it.
Update: I've also tried binding the play button with the touchend
event but to no avail.
Here is the function that uses noteOn():
...ANSWER
Answered 2018-Jun-30 at 19:28The start() method should work fine without the if else statements on iOS as long as you call the function with a user interaction event. Also flip the order you pass y and z to the panner cause z is second for some strange reason. Here's a working example, change stuff in it to fit what you need, most isn't need and I've got others somewhere that use the dom to add event listeners
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