Mario Zechner
Mario Zechner
Well, your screenshot says mount/unmount, so webpack isn't the only difference. You are likely using something like Vue/React/whatever. And my guess is, that your component gets remounted all the time...
Sorry, I overlooked the PR. Without having looked to much into the implementation, this is going to need testing across all supported platforms/browsers. Sadly, the Audio API is a bit...
A few bugs and behavioural suggestions: ### Scrubbing causes queueing up of audio sources *Reproduction* 1. Load `example-audio.html` in your browser. 2. Enable audio by clicking the respective icon in...
Replies to your open points: ### Resolved > Is the approach correct? Yes. > Should audio be stopped when animation is changed? Yes. > What to do when audio decode...
> Scrubbing causes queueing up of audio sources I think it's fine to stick to the current simple behaviour. > Speaker button visibility/discoverability You can detect if a player is...
Raw data URI support looks good!
> mix-and-match project I've commented on this extensively in my initial code review. All examples are stored in the `examples/` folder, e.g. `examples/mix-and-match`. There you'll find the project's Spine file,...
> Events triggered in the past when unlock audio or timeline moved This is great and works exactly as I'd have imagined it. I do not think this needs any...
Ah, yes, that won't work I'm afraid. What needs to be done is replicating large parts of the `SkeletonRenderer` logic: https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-ts/spine-webgl/src/SkeletonRenderer.ts#L65 The bounds need to be evaluated by getting the...
Sorry for taking so long to get to this. Thank you for digging through it. I'm unsure how to fix this on our end. As you found, `CheckState()` will recreate...