Iteration #4: Reusing Preloaded Sounds
Even though the code in iteration #3 was pretty clean, it simply did not work for us. Instead, we need to compromise and implement a solution that is less elegant but that works to play sounds nearly every time they are needed. This solution must also work both locally and when loaded from a website.
For this final iteration, we are going to use a sound pool just
like in iteration #3, but it will operate in a different way. We will
not reuse sound
objects for different
sound files. Instead, we will load all our sounds up front and simply
play a sound
object that is currently
not being used. In effect, we will “prime the pump,” creating three
sound
objects for each of our two
sounds, for a total of six sound
objects when we start the application. While this might not seem like
the perfect solution, it appears to work fairly well in all browsers and
plays sounds in the most effective way.
In canvasApp()
, we set our
MAX_SOUNDS
variables to 6
. We could make it higher, but for this
example, we will limit it to the number of sounds we will create and
preload:
var
MAX_SOUNDS
=
6
;
We then create six variables to hold our HTMLAudioElement
objects—three for the explode
sound:
var
explodeSound
;
var
explodeSound2
;
var
explodeSound3
;
And three for the shoot sound:
var
shootSound
;
var
shootSound2
;
var
shootSound3
;
In the initApp()
function, we
preload all of these sound
objects.
Yes, we load the same object multiple times:
explodeSound
=
document
.
createElement ...
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