I’m adding playgrounds for manual testing right now.
I have a fix and refactor for the pause functionality, but I want to make sure I’m not breaking something else before posting it.
I’m adding playgrounds for manual testing right now.
I have a fix and refactor for the pause functionality, but I want to make sure I’m not breaking something else before posting it.
PR #13455 fixes this (hopefully without breaking anything else).
Repeated posts are fine by me. I appreciate you reporting these issues. Thanks for your patience and keep 'em coming if you find more!
@docEdub Thank you for the fixes ! But I suspect a new unexpected behavior crept in . Now,
sound.onEndedObservable()
is being called everytime the audio is paused. Is this expected ?
PG:
Quick as always ! In the pre-fix 5.44.0
version, there was another issue where the currentTime
sometime became greater than the total audio duration. I have created a new thread for that because the repro steps seemed a bit involved. Can you please tell if that would be something you can check ?
Thread: Sound currentTime exceeds total duration in some cases
Thanks a lot, again, for the rapid fixes!
I’m curious what you’re use-case is that the loop
option doesn’t work for it.
We’re working on sort of a 3D media player. To be honest, I might be able to make it work with the loop
option, but the code is spread across multiple files and deals with hundreds of views and audio objects with a messy React state management. So, I just avoid touching the working parts and only keep fixing the bugs at the edges