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Update to "Handle promise rejection for sound.play() in preload" #1959

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Jul 1, 2019
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16 changes: 14 additions & 2 deletions core/workspace_audio.js
Original file line number Diff line number Diff line change
Expand Up @@ -112,8 +112,20 @@ Blockly.WorkspaceAudio.prototype.preload = function() {
for (var name in this.SOUNDS_) {
var sound = this.SOUNDS_[name];
sound.volume = 0.01;
sound.play();
sound.pause();
var playPromise = sound.play();

// Edge does not return a promise, so we need to check.
if (playPromise) {
// If we don't wait for the play request to complete before calling pause() we will get an exception:
// Uncaught (in promise) DOMException: The play() request was interrupted by a call to pause().
// See more: https://developers.google.com/web/updates/2017/06/play-request-was-interrupted
playPromise.then(sound.pause).catch(function() {
// Play without user interaction was prevented.
});
} else {
sound.pause();
}

// iOS can only process one sound at a time. Trying to load more than one
// corrupts the earlier ones. Just load one and leave the others uncached.
if (goog.userAgent.IPAD || goog.userAgent.IPHONE) {
Expand Down