//Audio Example
PlayButton.onclick = function() {
Audio1.play();
}
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== Example | <tabber> | ||
JavaScript= | |||
<syntaxhighlight lang="JavaScript"> | |||
//Audio Example | |||
< | PlayButton.onclick = function() { | ||
Audio1.play(); | |||
} | |||
</syntaxhighlight> | |||
|-| | |||
BASIC= | |||
<syntaxhighlight lang="vb.net"> | |||
Rem Audio Example | Rem Audio Example | ||
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Audio1.play() | Audio1.play() | ||
End Function | End Function | ||
</ | </syntaxhighlight> | ||
</tabber> | |||
</ | |||
== Output == | == Output == |
The Audio control is used to play a sound. The sound can be any common format, including mp3, ogg, uncompressed wav and aac. Not all formats will play back on an app which is saved to the Home screen.
To add a sound to your app, choose the Audio icon in the Toolbar, then position it on the Design Screen. Use the Property Editor to set the properties you need. Depending on the options you choose, the control may be invisible.
Here's a excellent article on what can and cannot be done with iOS Audio: http://www.ibm.com/developerworks/library/wa-ioshtml5/
Standard properties are supported, plus:
autoplay | Audio will start playing as soon as ready. Not supported on iOS. |
controls | Controls will be displayed, such as a Play. |
loop | Audio will start over again when finished. |
preload | Audio should be loaded when the page loads. Ignored if autoplay is present. |
src | The name of the file. For example, Super.wav. It should be in the project folder. |
pause() | Pause playing the sound |
play() | Start playing the sound |
//Audio Example
PlayButton.onclick = function() {
Audio1.play();
}
Rem Audio Example
Function PlayButton_onclick()
Audio1.play()
End Function
(sound plays)