I have an audio visualizer I made using the web audio API. It works on PC, and it did work on iOS until I updated to 13.3.
I don't know what is causing it not to work. All I know is that it only happens on the newer versions of iOS.
Here is my jsfiddle. https://jsfiddle.net/r1dobj07/
document.getElementById("btn").addEventListener("click", function() {
var canvas = document.getElementById('canvas');
var audio = new Audio();
audio.loop = true;
audio.autoplay = false;
audio.crossOrigin = "anonymous";
audio.addEventListener('error', function(e) {
console.log(e);
});
audio.src = "https://greggman.github.io/doodles/sounds/DOCTOR VOX - Level Up.mp3";
//audio.play();
audio.controls = true;
document.getElementById("wrapper").append(audio);
var player = document.getElementById('audio_player');
var context = new(window.AudioContext || window.webkitAudioContext)();
var src = context.createMediaElementSource(audio);
var analyser = context.createAnalyser();
src.connect(analyser);
analyser.fftSize = 32;
analyser.connect(context.destination);
var ctx = canvas.getContext("2d");
var bufferLength = analyser.frequencyBinCount;
var dataArray = new Uint8Array(bufferLength);
var WIDTH = canvas.width;
var HEIGHT = canvas.height;
var barWidth = (WIDTH / bufferLength) * 0.5;
var barHeight;
var x = 0;
function renderFrame() {
requestAnimationFrame(renderFrame);
x = 0;
analyser.getByteFrequencyData(dataArray);
ctx.fillStyle = "rgba(0,0,0,0)";
ctx.clearRect(0, 0, WIDTH, HEIGHT);
for (var i = 0; i < bufferLength; i++) {
barHeight = dataArray[i];
if (barHeight === 0) {
barHeight = 20;
}
var barHeightScaled = barHeight / 250;
var barHeightScaled2 = barHeightScaled * HEIGHT;
var newHeight = HEIGHT - barHeightScaled2;
var r = 111;
var g = 121;
var b = 180;
CanvasRenderingContext2D.prototype.roundRect = function(x, y, w, h, r) {
if (w < 2 * r) r = w / 2;
if (h < 2 * r) r = h / 2;
this.beginPath();
this.moveTo(x + r, y);
this.arcTo(x + w, y, x + w, y + h, r);
this.arcTo(x + w, y + h, x, y + h, r);
this.arcTo(x, y + h, x, y, r);
this.arcTo(x, y, x + w, y, r);
this.closePath();
return this;
}
ctx.fillStyle = "rgb(" + r + "," + g + "," + b + ")";
ctx.roundRect(x, newHeight / 2, barWidth, barHeightScaled2, 50).fill();
x += barWidth + 4;
}
}
renderFrame();
}
);
On PC it works fine. On my iPhone, it doesn't play the audio. I can see the bars are rendered on iOS, but they aren't moving, as no audio is being outputted.
Unfortunately there is currently a bug in iOS related to the MediaStreamAudioSourceNode. It causes a MediaElement to stop once you connect it to an AudioContext.