I'm making an iOS app to wrap my javascript game. On mobile safari it works fine because after I play a sound in ontouchstart, then I'm allowed to play any audio whenever I want, and I can set their volume too.
Problem 1: In a WKWebView I can only play the specific sounds that I played in ontouchstart, not the rest. So I'm playing every single audio in my game on the first tap. It sounds really bad. Otherwise in the javascript on audio.play() I get
Unhandled Promise Rejection: NotAllowedError: The request is not allowed by the user agent or the platform in the current context, possibly because the user denied permission.
Problem 2: I also can't lower the volume of sounds in a WKWebView. If I set myAudio.volume=.5 it's instantly 1 again. Which means the user has to actually hear them, in order for them to get to readyState=4
Any good solution or hack? Right now I'm playing every single sound on the first tap, and everything is full volume.
<html>
<body style='bakcground:#DDD;height:333px'>
<div id=debug style='font-size:20px' onclick="playSound(myAudio)">
Debug<br />
Tap here to play the sound.<br />
</div>
<script>
var context = new webkitAudioContext()
var myAudio = new Audio("sound/upgrade.wav")
myAudio.addEventListener('canplaythrough', function(){log('canplaythrough1')}, false)
var myAudio2 = new Audio("sound/dragon.wav")
myAudio2.addEventListener('canplaythrough', function(){log('canplaythrough2')}, false)
function playSound(sound)
{
log("playSound() readyState="+sound.readyState)
try{
sound.play()
context.resume().then(() => {
log("Context resumed")
sound.play()
})
}
catch(e)
{
log(e)
}
}
function log(m)
{
console.log(m)
debug.innerHTML += m+"<br />"
}
window.ontouchstart = function()
{
log("ontouchstart()")
playSound(myAudio)
setTimeout(function() {
playSound(myAudio2, 1111)
})
}
</script>
</body>
</html>
And ViewController.swift
import UIKit
import WebKit
class ViewController: UIViewController {
private var myWebView3 : WKWebView!
override func viewDidLoad() {
super.viewDidLoad()
self.myWebView3 = WKWebView(frame: .zero)
self.myWebView3.configuration.preferences.setValue(true, forKey: "allowFileAccessFromFileURLs")
self.myWebView3.configuration.mediaTypesRequiringUserActionForPlayback = []
self.myWebView3.configuration.allowsInlineMediaPlayback = true
let url = Bundle.main.url(forResource: "index6", withExtension: "html", subdirectory: "/")!
self.myWebView3.loadFileURL(url, allowingReadAccessTo: url)
let request = URLRequest(url: url)
self.myWebView3.load(request)
self.view.addSubview(self.myWebView3)
}
override func viewDidLayoutSubviews() {
self.myWebView3.frame = self.view.bounds
}
}
I'm using Xcode 10.1 iPhone SE 12.1.1 I have also tried on an iPad with iOS 10 and get the same error. I have also tried context.decodeAudioData() / context.createBufferSource() and get the same error.
Re: problem 1, you need to create the configuration object before you set the web view's configuration. The line
self.myWebView3.configuration.mediaTypesRequiringUserActionForPlayback = []
will fail silently. Just create a new WKWebViewConfiguration
object, set its properties, and then create the web view:
webView = WKWebView(frame: .zero, configuration: webConfiguration)