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Audio bug on iOS

Home Forums WebGL & WebXR Troubleshooting Audio bug on iOS

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  • #53369
    marcwxr
    Participant

    Hi All,
    I am currently testing Verge4 for an audio focused WebGL project. I got a form of simple proximity based audio working and was quite pleased with the result.
    It works fine on Windows (Edge and Chrome) and Android but the volume does not seem to have any effect on mobile Safari and just plays at full volume.
    Is it likely to be an error with my puzzle or an iOS limitation?

    Many thanks in advance.

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    #53372
    marcwxr
    Participant

    We are currently evaluating Verge4 for a potential project. I need to ensure this is possible before committing though.

    Audio Proximity Test

    This was exported before the v401 fix so the AO and shadows are not working.

    • This reply was modified 1 week, 1 day ago by marcwxr.
    • This reply was modified 1 week, 1 day ago by marcwxr.
    #53387

    Hi Marc,

    The demo seems silent. How to play sound?

    Chief 3D Verger | LinkedIn | Twitter

    #53432
    marcwxr
    Participant

    Hey Yuri,
    Apologies for the delay.
    Clicking on the red gem starts the audio and pulls the camera towards it.
    Clicking on the central square and Suzanne box will make the user move between the items. This also makes the audio quieter the further away you get from the red gem.

    #53435
    kdv77kdv
    Participant

    say “thanks” to Apple )))
    https://stackoverflow.com/questions/19502696/setmuted-or-setvolume-do-not-work-on-ipad-in-mediaelement-js

    On iOS devices, the audio level is always under the user’s physical control. The volume property is not settable in JavaScript. Reading the volume property always returns 1

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