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Handle promise rejection for sound.play() in preload #2162

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Dec 10, 2018
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2 changes: 1 addition & 1 deletion core/workspace_audio.js
Original file line number Diff line number Diff line change
Expand Up @@ -111,7 +111,7 @@ Blockly.WorkspaceAudio.prototype.preload = function() {
for (var name in this.SOUNDS_) {
var sound = this.SOUNDS_[name];
sound.volume = 0.01;
sound.play();
sound.play().catch(function() {});
sound.pause();
// iOS can only process one sound at a time. Trying to load more than one
// corrupts the earlier ones. Just load one and leave the others uncached.
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