Archive: December 21st, 2020

Web Audio API weirdness on iOS

I told you about how I’m using the Web Audio API on The Session to generate synthesised audio of each tune setting. I also said:

Except for some weirdness on iOS that I had to fix.

Here’s that weirdness…

Let me start by saying that this isn’t anything to do with requiring a user interaction (the Web Audio API insists on some kind of user interaction to prevent developers from having auto-playing sound on websites). All of my code related to the Web Audio API is inside a click event handler. This is a different kind of weirdness.

First of all, I noticed that if you pressed play on the audio player when your iOS device is on mute, then you don’t hear any audio. Seems logical, right? Except if using the same device, still set to mute, you press play on a video or audio element, the sound plays just fine. You can confirm this by going to Huffduffer and pressing play on any of the audio elements there, even when your iOS device is set on mute.

So it seems that iOS has different criteria for the Web Audio API than it does for audio or video. Except it isn’t quite that straightforward.

On some pages of The Session, as well as the audio player for tunes (using the Web Audio API) there are also embedded YouTube videos (using the video element). Press play on the audio player; no sound. Press play on the YouTube video; you get sound. Now go back to the audio player and suddenly you do get sound!

It’s almost like playing a video or audio element “kicks” the browser into realising it should be playing the sound from the Web Audio API too.

This was happening on iOS devices set to mute, but I was also getting reports of it happening on devices with the sound on. But it’s that annoyingly intermittent kind of bug that’s really hard to reproduce consistently. Sometimes the sound doesn’t play. Sometimes it does.

Following my theory that the browser needs a “kick” to get into the right frame of mind for the Web Audio API, I resorted to a messy little hack.

In the event handler for the audio player, I generate the “kick” by playing a second of silence using the JavaScript equivalent of the audio element:

var audio = new Audio('1-second-of-silence.mp3');
audio.play();

I’m not proud of that. It’s so hacky that I’ve even wrapped the code in some user-agent sniffing on the server, and I never do user-agent sniffing!

Still, if you ever find yourself getting weird but inconsistent behaviour on iOS using the Web Audio API, this nasty little hack could help.