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soundManager2를 사용하여 onclick = "mySound.play()"라는 간단한 앵커를 만들었지 만 사운드가 실제로 들리기 전에 큰 간격 (거의 0.5 초)이 있습니다! 이것은 내가 미리 소리를 내었지만. 더 나은 응답 시간을 얻으려면 어떻게해야합니까?soundManager2로 어떻게 응답 시간을 연장 할 수 있습니까?
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en" >
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8" />
<meta name="author" content="Shawn Inder" />
<title>jeuReno</title>
<style type="text/css">
<!--
-->
</style>
<!-- include SM2 library -->
<script type="text/javascript" src="soundManager/script/soundmanager2.js"></script>
<!-- configure it for your use -->
<script type="text/javascript">
soundManager.url = 'soundManager/swf/'; // directory where SM2 .SWFs live
// Note that SoundManager will determine and append the appropriate .SWF file to the URL,
// eg. /path/to/sm2-flash-movies/soundmanager2.swf automatically.
// Beta-ish HTML5 audio support (force-enabled for iPad), flash-free sound for Safari + Chrome. Enable if you want to try it!
// soundManager.useHTML5Audio = true;
// do this to skip flash block handling for now. See the flashblock demo when you want to start getting fancy.
soundManager.useFlashBlock = false;
// disable debug mode after development/testing..
// soundManager.debugMode = false;
// Option 1: Simple onload() + createSound() method
/*soundManager.onload = function() {
// SM2 has loaded - now you can create and play sounds!
soundManager.createSound('helloWorld','sounds/crash.mp3');
soundManager.play('helloWorld');
};*/
// Option 2 (better): More flexible onload() + createSound() method
/*soundManager.onload = function() {
var mySound = soundManager.createSound({
id: 'aSound',
url: 'sounds/kick.mp3'
// onload: [ event handler function object ],
// other options here..
});
mySound.play();
}*/
// Option 3 (best): onready() + createSound()/ontimeout() methods for success/failure:
/*soundManager.onready(function() {
// SM2 has loaded - now you can create and play sounds!
var mySound = soundManager.createSound({
id: 'aSound',
url: 'sounds/snare.mp3'
// onload: [ event handler function object ],
// other options here..
});
mySound.play();
});*/
soundManager.useHighPerformance = true;
soundManager.ontimeout(function() {
// (Optional) Hrmm, SM2 could not start. Show an error, etc.?
alert("wtf");
});
</script>
<script type="text/javascript">
/*var snare = soundManager.createSound({
id: 'snare',
url: 'sounds/snare.mp3'
});
var kick = soundManager.createSound({
id: 'kick',
url: 'sounds/kick.mp3'
});
var crash = soundManager.createSound({
id: 'crash',
url: 'sounds/crash.mp3'
});
var highHat = soundManager.createSound({
id: 'highHat',
url: 'sounds/highHat.mp3'
});*/
soundManager.onready(function() {
// SM2 has loaded - now you can create and play sounds!
mySound = soundManager.createSound({
id: 'aSound',
url: 'sounds/snare.mp3'
// onload: [ event handler function object ],
// other options here..
});
mySound.load();
// mySound.play();
});
</script>
</head>
<body>
<a href="#" onclick="void(mySound.play());">click</a>
</body>
</html>