iOS 15: 锁屏几分钟后网络音频播放在 Safari 中停止工作

iOS 15: Web Audio playback stops working in Safari after locking screen for a few minutes

这似乎是我将 iPod Touch 升级到 iOS 15 (15.0.1) 后的一个问题。

当 运行 下面的例子时,它在第一次加载时工作正常,播放声音的次数不限。但是,如果我锁定 iPod Touch 的屏幕,然后 return 几分钟后,声音将不再播放。为了排除故障,我在 AudioContext 实例上设置了一个状态更改侦听器,并验证了 Safari 在屏幕锁定时将状态设置为 interrupted 后将状态设置回 running。然而,声音没有播放。

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="utf-8">
        <meta name="viewport" content="width=device-width, initial-scale=1.0">
        <title>audio-test</title>
    </head>
    <body>
        <script>

            const AudioContext = window.AudioContext || window.webkitAudioContext;
            const audioContext = new AudioContext();

            // Create AudioBuffer and fill with two seconds of white noise.
            const channels = 2;
            const frameCount = audioContext.sampleRate * 2.0;
            const audioBuffer = audioContext.createBuffer(channels, frameCount, audioContext.sampleRate);
            for (var channel = 0; channel < channels; channel++) {
                var nowBuffering = audioBuffer.getChannelData(channel);
                for (var i = 0; i < frameCount; i++) {
                    nowBuffering[i] = Math.random() * 2 - 1;
                }
            }

            const button = document.createElement('button');
            button.textContent = 'Play Audio';
            document.body.append(button);

            button.addEventListener('click', () => {
                const currentSourceNode = new AudioBufferSourceNode(audioContext, {
                    buffer: audioBuffer,
                });
                currentSourceNode.connect(audioContext.destination);
                currentSourceNode.start();
            });

        </script>
    </body>
</html>

奇怪的是,如果我向 HTML 添加一个指向某个 mp3 文件的音频元素,代码中甚至根本没有引用该文件,然后锁定屏幕一段时间然后返回到页面不再影响音频播放。

更新代码:

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="utf-8">
        <meta name="viewport" content="width=device-width, initial-scale=1.0">
        <title>audio-test</title>
    </head>
    <body>
        <script>

            const AudioContext = window.AudioContext || window.webkitAudioContext;
            const audioContext = new AudioContext();

            // Create AudioBuffer and fill with two seconds of white noise.
            const channels = 2;
            const frameCount = audioContext.sampleRate * 2.0;
            const audioBuffer = audioContext.createBuffer(channels, frameCount, audioContext.sampleRate);
            for (var channel = 0; channel < channels; channel++) {
                var nowBuffering = audioBuffer.getChannelData(channel);
                for (var i = 0; i < frameCount; i++) {
                    nowBuffering[i] = Math.random() * 2 - 1;
                }
            }

            const button = document.createElement('button');
            button.textContent = 'Play Audio';
            document.body.append(button);

            button.addEventListener('click', () => {
                const currentSourceNode = new AudioBufferSourceNode(audioContext, {
                    buffer: audioBuffer,
                });
                currentSourceNode.connect(audioContext.destination);
                currentSourceNode.start();
            });

        </script>
        <audio src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/858/outfoxing.mp3" crossorigin="anonymous"></audio>
    </body>
</html>

屏幕锁定不允许脚本在 IOS 上 运行。

我的解决方法是 运行 2 个音频播放器元素。 一个 audioElementWithSound,另一个带有空的 10s.mp3 文件。

点击播放开始两个元素。 然后我有一个事件监听器在 empty.mp3 上监听 'ended',如果 withSound 还没有播放完,re-starting empty.mp3。

看起来像这样:

let audioElement();
let stayAwakeAudio();

function playSound(){
    audioElement.src = "/assets/audioClip.mp3"
    audioElement.play;
    stayAwake()
}

function stayAwake() {
    console.log("I'm awake");
    stayAwakeAudio.src = "/assets/empty10sSoundFile.mp3";
    stayAwakeAudio.play();
}

stayAwakeAudio.addEventListener('ended', function () {
    if (audioElement.play) {
        console.log('Audio still playing')
        stayAwake();
    }
    else {
        console.log('No audio playing, letting screen time out');
    }
}, false);