New
v2.1.0
ADDEDHowler now maintains a general pool of HTML5 Audio nodes that are unlocked on first user input, which fixes issues with subsequent HTML5 Audio plays not working (#1008).ADDEDNew globalhtml5PoolSizeoption that allows setting the default size of the HTML5 Audio object pool (#1008).CHANGEDSince locking of audio is no longer mobile-only,mobileAutoEnablehas been renamed toautoUnlock.FIXEDPlaying a sound with locked audio in Chrome or elsewhere could causeplaying()to returntrue(#939).FIXEDCorrectly usesetPositioninstead ofsetOrientationin Safari (#1033).FIXEDPrevent error onseekordurationbeing negative (#1034).FIXEDForcefadevalues to be numbers to prevent errors (#1027).FIXEDAnInvalidStateErrorcould sometimes be thrown in Internet Explorer (#1052).FIXEDPrevent silent failure ofAudioContextcreation in Safari (#1021).FIXEDChangingrateandseekon a paused sound could causeseekto end up at the wrong position (#1088).FIXEDCallingplaytwice before a sound had loaded could lead to both sounds having the sameID(#1060).
Breaking Changes
- If you are directly setting
Howler.mobileAutoEnable(it defaults to true), then you should change this toHowler.autoUnlock. - The new HTML5 Audio object pool shouldn't change anything for 99% of use-cases, but if for whatever reason you don't want to use the pool, you can set
html5PoolSizeto 0 to bypass using the pool.