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ADDED Howler 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).
ADDED New global html5PoolSize option that allows setting the default size of the HTML5 Audio object pool (#1008).
CHANGED Since locking of audio is no longer mobile-only, mobileAutoEnable has been renamed to autoUnlock.
FIXED Playing a sound with locked audio in Chrome or elsewhere could cause playing() to return true (#939).
FIXED Correctly use setPosition instead of setOrientation in Safari (#1033).
FIXED Prevent error on seek or duration being negative (#1034).
FIXED Force fade values to be numbers to prevent errors (#1027).
FIXED An InvalidStateError could sometimes be thrown in Internet Explorer (#1052).
FIXED Prevent silent failure of AudioContext creation in Safari (#1021).
FIXED Changing rate and seek on a paused sound could cause seek to end up at the wrong position (#1088).
FIXED Calling play twice before a sound had loaded could lead to both sounds having the same ID (#1060).
Breaking Changes
If you are directly setting Howler.mobileAutoEnable (it defaults to true), then you should change this to Howler.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 html5PoolSize to 0 to bypass using the pool.