嘿伙计们,我为我的游戏构建了一个AudioQueue,并以某种方式完成了工作,代码:
handleAction: function ( src )
{
var oAudio = document.getElementById('voice');
if(this.lastSoundPlayed == undefined || src != this.lastSoundPlayed.src) // checks if there is an actual new sound incoming.
{
var self = this;
oAudio.src = src; //sets the source
oAudio.load();
oAudio.onloadeddata = oAudio.play(); // when loaded play the sound
oAudio.onended = self.soundDone( self, oAudio ); //when the sound is finished fire the soundDone function
}
}
soundDone()函数:
soundDone: function( self , oAudio )
{
console.log("Finished"); //logs that the sound is finished
self.lastSoundPlayed = oAudio; //sets the lastSoundPlayed
self.sendNotification(self.SC_ACTION_COMPLETE); //fires off a notification that the sound is finished (im using pureMVC)
}
实际问题是,他认为声音是即时完成的。香港专业教育学院记录我的声音的持续时间,所有NaN?我用console.log(oAudio.duration)检查过。我不知道为什么会这样。我也有背景音乐,我和这些声音的播放方式相同,背景音乐也没什么不对。
有人可以帮助我吗?
编辑:这是我音频的音频标签:
<audio id="voice" src="mySound.mp3" controls preload="auto" ></audio>
答案 0 :(得分:0)