diff options
-rw-r--r-- | src/library_sdl.js | 13 |
1 files changed, 9 insertions, 4 deletions
diff --git a/src/library_sdl.js b/src/library_sdl.js index b50073be..364349b6 100644 --- a/src/library_sdl.js +++ b/src/library_sdl.js @@ -1746,9 +1746,9 @@ var LibrarySDL = { // Initialize Web Audio API if we haven't done so yet. Note: Only initialize Web Audio context ever once on the web page, // since initializing multiple times fails on Chrome saying 'audio resources have been exhausted'. if (!SDL.audioContext) { - if (typeof(AudioContext) === 'function') { + if (typeof(AudioContext) !== 'undefined') { SDL.audioContext = new AudioContext(); - } else if (typeof(webkitAudioContext) === 'function') { + } else if (typeof(webkitAudioContext) !== 'undefined') { SDL.audioContext = new webkitAudioContext(); } else { throw 'Web Audio API is not available!'; @@ -1791,7 +1791,12 @@ var LibrarySDL = { } #endif var playtime = Math.max(curtime, SDL.audio.nextPlayTime); - SDL.audio.soundSource[SDL.audio.nextSoundSource]['start'](playtime); + var ss = SDL.audio.soundSource[SDL.audio.nextSoundSource]; + if (typeof ss['start'] !== 'undefined') { + ss['start'](playtime); + } else if (typeof ss['noteOn'] !== 'undefined') { + ss['noteOn'](playtime); + } var buffer_duration = sizeSamplesPerChannel / SDL.audio.freq; SDL.audio.nextPlayTime = playtime + buffer_duration; // Timer will be scheduled before the buffer completed playing. @@ -1864,7 +1869,7 @@ var LibrarySDL = { } else if (!SDL.audio.timer && !SDL.audio.scriptProcessorNode) { // If we are using the same sampling frequency as the native sampling rate of the Web Audio graph is using, we can feed our buffers via // Web Audio ScriptProcessorNode, which is a pull-mode API that calls back to our code to get audio data. - if (SDL.audioContext !== undefined && SDL.audio.freq == SDL.audioContext['sampleRate']) { + if (SDL.audioContext !== undefined && SDL.audio.freq == SDL.audioContext['sampleRate'] && typeof SDL.audioContext['createScriptProcessor'] !== 'undefined') { var sizeSamplesPerChannel = SDL.audio.bufferSize / SDL.audio.bytesPerSample / SDL.audio.channels; // How many samples per a single channel fit in the cb buffer? SDL.audio.scriptProcessorNode = SDL.audioContext['createScriptProcessor'](sizeSamplesPerChannel, 0, SDL.audio.channels); SDL.audio.scriptProcessorNode['onaudioprocess'] = function (e) { |