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

Open clockwise231 opened this issue 7 months ago • 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

clockwise231 avatar Jun 14 '25 01:06 clockwise231

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

spydon avatar Jun 14 '25 01:06 spydon

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.

clockwise231 avatar Jun 14 '25 02:06 clockwise231

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 ?

spydon avatar Jun 14 '25 09:06 spydon

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.

Gustl22 avatar Jun 14 '25 11:06 Gustl22

Usually audio_service can handle such things.

Gustl22 avatar Jun 14 '25 11:06 Gustl22