I just updated the CocoonJSAudioPlugin.js to work with SoundJS 0.5.2 and CocoonJS 1.4.7
How to use: Just put the CocoonPlugin as the first entry to register and you can use everything else of the SoundJS-library just as is in CocoonJS now.
Playing the same sound multiple times parallel/overlapping:
You will have to set the maximum number of parallel sounds in the register-method:
//this will allow me to play 3 parallel instances of jump.ogg
HTML5 Gaming for desktop and mobile is a very trendy topic these days. The performance of canvas applications is getting better and better each day and technologies like CocoonJS or Ejecta even enable a close to native performance for canvas applications on mobile devices. – But what about audio? Is it really that easy to implement sound with your html app?
This article features some interesting points that I collected while researching for my eBook ‘From Zero to the Appstore’.
Audio != Audio
While most browsers and devices already do support audio in general, that doesn’t mean you can just play any audio file in any modern browser. The following table briefly lists the support for Audio-codecs.