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Seamless looping not working #360
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in this article i dont know if that's too overoptimistic from that writer :) |
i have now used loopStart and loopEnd and that will reduce the gap but still a click remains, it doesnt solve the problem fully, i did manage in google chrome desktop with some specific loopStart and loopEnd values to make it seamless gapless, but same values wont work in firefox, Edge, or chrome for android , really so much for an amazing web audio api that cant even create seamless loops, unbelievable....... And thank you again for creating this wonderful howler.js, it is only thanks to people like you that we can experiment quickly; as for the issue with the loops... as an engineer myself, i am just speechless... |
latest update, using source.loopStart and source.loopEnd i have improved a lot the gaps in loops, |
Thank you for adding this to the 2.0 milestone, using loopStart and loopEnd i have now managed to create fantastic loops using the web audio api in raw state, hope to be able to access these parameters in howler.js soon, thank you :) |
You technically already have access to them with sprites. Even if you are just playing one sound, you can define a sprint for it and adjust the start and length, which then get used with |
thank you James, but in my web app i use lots of sounds, and i dont need Javier ideami On Thu, Oct 15, 2015 at 7:37 AM, James Simpson notifications@github.com
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You don't change anything about your sound files for it to work. |
interesting, thank you James, let me see if i understand, do you refer to var sound = new Howl({ sound.play('main'); is that how i would control loopStart and loopEnd? Javier ideami On Thu, Oct 15, 2015 at 7:46 AM, James Simpson notifications@github.com
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That is pretty close to right, but you'd want to define the sprite as |
very cool, thanks a lot, i will make a test, so i will: src: ['whatever.mp3'], will test it right now Javier ideami On Thu, Oct 15, 2015 at 7:55 AM, James Simpson notifications@github.com
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tested and it works to perfection ;) Javier ideami On Thu, Oct 15, 2015 at 7:59 AM, Javier Ideami ideami@gmail.com wrote:
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Hey guys! I made this for a project I'm working on. I did everything you mentioned above. Would you mind taking a look and seeing if you see anything wrong? I am still getting a massive break in my loop. However, it is intermittent. It loops fine and then it doesn't. Not sure why. Thanks for the help! // //<><><><><><>ALL SOUNDS IN THEIR BASIC FORM<><><><><><><><><><>// // KICK // SNARE
}); // HATS // PERCUSSION
}); // ARPEGIATOR // BASS // //<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>// |
This was my solution
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using sprites for looping works great. Thank you for the suggestion @goldfire! |
Wanted to offer a further iteration for those who need to loop when using sprites:
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This still does not work in any browser with any file format in either html5 or web audio mode. |
I would disagree. Looping works fine here in m4a and ogg using WebAudio |
That's a big nope. Tried all of the above suggestions. The only thing that appears to work with any kind of success is @huwllewellyn's suggestion. Out of the box, Howler (v2.1.3) plays the loop (ogg) with a half second delay. The behavior is the same across latest versions of Firefox, Chrome and Edge. |
I switched from mp3 to webm and looping now works perfectly 🎉This article helped me https://www.kevssite.com/seamless-audio-looping/:
I verified that claim for my files:I can recommend ffmpeg to convert sound files to webm (or any other file type for that matter):I ended up using this to convert to webm and mp3 (as a fallback): Note: You can also remove the silence from mp3, which actually also made it loop seamlessly for me:
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@stephanbogner Hi Stephan! I have been struggling for a while to get the looping to work. |
@sakopov Did you find a solution? |
Hey @wmonecke,
Hope that helps! Let me know if it does ✌️ |
Good day, i created a series of seamless loops, that play perfectly seamless in Adobe Audition but when on the web with your wonderful library and the browsers, a terrible gap appears, check here:
http://torchprinciple.com/looptest/test.html
and the code
var mysound = new Howl({
urls: ["atmosphere-loop-mono-1.mp3"],
volume: 1,
loop:1,
buffer: false,
onend: function() {
},
onplay: function() {},
onload: function() {
console.log ("loaded");
}
});
mysound.play();
how can i solve this? i need seamless loops, and im using your library which should be using web audio api which should work
thanks so much :)
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