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  • question

    ianmspencer asked a question in Schillmania! on November 06, 2009 09:15:

    ianmspencer
    Integrating Flash detection with SoundManager2
    I'm not entirely comfortable with the timing of certain events in JavaScript (who is, especially with Chrome!!??), and I wanted to integrate some Flash detection, either using the official model or using featureblend (not that fussed about a sophisticated flash install, simply detecting Flash and shooing those users who haven't installed away).

    Anyway, I notice that when Flash is not installed, the soundmanager2.js script fails on initial load due to a missing property which seems to be because Flash is not installed rather than cleanly handling the error. (Only tested in this state on IE8).

    What I wanted to do was wrap that initial script so it didn't execute but as it is brought in due to being a global script, I didn't see how to do this.

    Rather than reinvent a wheel that is likely to be somewhat square, has anyone got a reliable and robust way of implementing Flash installation checking?
  • question

    ianmspencer replied on November 06, 2009 09:04 to the question ""Load 100% and then play" isn't working for me!" in Schillmania!:

    ianmspencer
    Interesting, I think this relates to a problem I had under IE8 where I was doing a loop using events to play a sound file and use onfinish to prompt a timer delay followed by loading the next sound file. The sound files were little one second mp3s of saying numbers which I wanted to play cleanly and I was more concerned with getting them played cleanly than the gap between the files - a delay waiting for a slow connection to catch up was less important than a broken up announcement.

    On IE8, after a few plays, it would die, and using debugging statements, when it died it had triggered onload (which contained the play command) immediately (with no error) before the next javascript statement but did not trigger an onfinish, whereas a working statement did not have this behaviour.

    However, in a moment of inspired fiddling, changing the soundManager.flashVersion from 8 to 9 (and I have 10 installed), cured the effect.

    Anyhow, I am trying the fix and will see whether it is stable.