flame-engine/flame

[flame_audio] Playback progress can be manually adjusted in iOS browser

Opened this issue ยท 5 comments

What happened?

Image

As shown in the screenshot, the game's audio can be manually controlled through the Dynamic Island in the iOS browser.

What do you expect?

I would prefer that the audio controller does not appear, so the audio cannot be arbitrarily controlled, just like in other web-based mobile games.

How can we reproduce this?

FlameAudio.play('effect.mp3');
  • flutter build web --wasm
  • Used vercel to host game

What steps should take to fix this?

No response

Do have an example of where the bug occurs?

No response

Relevant log output

Execute in a terminal and put output into the code block below

No response

Affected platforms

iOS, Web

Other information

No response

Are you interested in working on a PR for this?

  • I want to work on this

This is an issue for the audioplayers repository (which flame_audio bridges).

This is an issue for the audioplayers repository (which flame_audio bridges).

I posted this issue here since it seems like something that needs to be fixed for the game.

Maybe it actually could be set in the audio context that we're using in flame_audio to avoid this, is it possible to set that @Gustl22 ?

I am not aware of that option, but I also could have missed that. Also it is probably only a web feature (of safari?).
I don't have my mac/test-iPhone currently with me to check that. Next week then.
It's probably good to move that issue to audioplayers.

Usually audio_service can handle such things.