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Stopped it sucking up loads of processor while loading the audio file...
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Line 525: Changed milliseconds in setInterval call from 10 to 200.
Line 523: Added missing milliseconds in setInterval call and set to 200.
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Will Gibson committed Aug 22, 2013
1 parent 772d8d2 commit 44b1359
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions audiojs/audio.js
Expand Up @@ -520,9 +520,9 @@
loadTimer = setInterval(function() {
audio.loadProgress.apply(audio);
if (audio.loadedPercent >= 1) clearInterval(loadTimer);
});
}, 200);
}
}, 10);
}, 200);
audio.readyTimer = readyTimer;
audio.loadTimer = loadTimer;
},
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1 comment on commit 44b1359

@doozer77
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Hi Anthony, your player is really great: simple and works real fine on most platform: windows FF/chrome/Opera and on iPhone/Mac with safari... Quite impressed :)
I also tried to remove the css classes and put them in an external file, which I link in my html (even using breakingpoints for screen-medias) and it works perfectly. Except for one case and actually a little detail:
on Android with Chrome (Galaxy S3), the player works but the "loading"-icon doesn't switch to "play"-icon when it's loaded...
Could come from the fact that I changed the variable for the background-image in the css to a absolute image-url?

Any chances you could have a look at this issue in the next days?

Thanks for the great work anyway, will defo recommend your player to my collegues.

Kind regards, Thomas

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