Audio Play

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Kayleen Dauteuil

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Aug 3, 2024, 1:23:57 PM8/3/24
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In between times there's been a complete app revision, so this would seem to be a new issue... Have you tried exporting the file? Logged into Evernote.com to check the server version? If the file is definitely damaged or lost, then please report it to Support for individual and closer investigation.

- login to evernote web
- open your note with the voice recording
- download the recording in the browser
- I had to convert the Android sound format to M4A to make it compatible with iOS
- add the (converted) file to your note

There are Android apps that will record sound in various formats... don't know if M4A is one of them, but it might be worth a look, just to avoid the extra step - although now you'd have to attach the app's output sound file to a note....

Unfortunately EN uses different audio formats on desktop, iOS and Android. To run an audio on a device with a different OS, usually downloading it to a player able to handle the formats will do the trick. And no, no idea why they would do something like this on a "unified" app:

I think his point is more about the error message and I would say strange display. Audio recordings of the desktop versions are in fact not displayed in the mobile version as an unknown unplayable file format (.webm). They are displayed as playable audio files incl. a full player interface. But if you press the play button within the player (of Evernote!) it gives this strange error message. This should not happen. Either make the built-in player of the mobile version play .webm files or display the .webm files just as attached files so you could use another app for opening,.

I can read and I understand but I'm still a customer and we are now in next year in compare with previous posts and I get an error in application. In my opinion this should be reworked, because as I know there are not audio formatting knowledge required for use evernote.

I am a user, like most of the posters and commenters here. Evernote are happy for users to post and respond to comments and issues but this is not Evernote Support and we very rarely see a direct response from Staff. Admin and Development staff read posts to get feedback, not to provide it.

Any suggestions from us for work-arounds do not imply that we approve of any current limits or exclusions from Evernote's feature set. It's just a suggestion for ways to keep on working despite any perceived issues. Feedback directly to Evernote is available through this Forum, links in most apps, and via Support.

However contacting Support will get you a ticket number, a place in their help queue, and - within a few days - a direct human response. Comments here and feedback generally will wait until someone from Evernote actually reads it. There will, in most cases, be no official response.

With all that said: the point that Evernote's audio file formats depend on the device on which a file has been recorded, and playback may not always work transparently for the user has been made here.

There's nothing more to say here. If you're a subscriber please vote above and contact Support; if not, please vote this feature anyway to support the issue. I will note that with a massive 1 vote in 2+ years so far it's unlikely that Evernote will give this much attention.

I want to have audio clip 1 play when the timeline starts is a variable is TRUE, or alternatively , if the variable is FALSE at the start of the timeline, I want audio clip 2 to play. The value of TRUE/FALSE is dependent on an interaction in the previous slide.

If it were different shapes that I wanted to be different depending on the value of a variable, I would use states to have them show as visible or invisible....but I can't think of an equivalent for audio clips.

For some reason I had it in my head that if audio clips were all showing at the same place on the timeline, they would all play at once regardless of triggers, but I see now their playing behavior can be controlled by triggers just as for shapes.

What I would prefer is to play the audio when I tell it to. In other words, I arriveat the slide, I talk to the audience for a few seconds, and then I play the audio. This works fine in PowerPoint. Is it possible in Impress?

This method is better than the JavaScript method, as you're hinting to the browser that you only want to load from a certain timestamp. Depending on the file format and server support for ranged requests, it's possible for the browser to download only the data required for playback.

And finally, to start the song at a specific point, simply set currentTime before you actually play the file. Here I have it set to 12 seconds so it will be audible in this example, for 3:26 you would use 206 (seconds).

EDIT: It appears that currentTime may improperly be implemented in browsers other than Firefox. According to resolution of this filed W3C bug, when currentTime is set it should then fire the canplay and canplaythrough events. This means in our example, Firefox would play the first second or so of the audio track indefinitely, never continuing playback. I came up with this quick workaround, let's change

I just built a real-time app using socket.io where a "master" user can trigger sounds on receiving devices (desktop browsers, mobile browsers). That master user sees a list of sound files, and can click "Play" on a sound file.

I've tried several things to optimize the audio playback to make it faster on mobiles. Right now (at the best "phase" of its optimization I'd say), I combine all the mp3's together in one audio file (it creates .mp3, .ogg, and .mp4 files). I need ideas on how I can further fix / improve this issue. The bottleneck really seems to be in the hmtl 5 audio methods such as .play().

Also considered blob for each sound but some sounds can go for minutes so that's why I resorted to combining all sounds together for 1 big audio file (better than several audio tags on the page for each clip)

Instead of pausing / playing, I simply set the volume to 0 when it shouldn't be playing, and back to 1 when it should be playing. The Audio methods currentTime and volume don't slow the audio playback at all even on an iPhone 3GS.

I was having the same delay issue when testing in mobile. I found out what some HTML 5 games are using for audio since games demand very low latencies. Some are using SoundJS. I recommend you try that library out.

The mobile platforms are making a tradeoff to save battery and data usage to only load media when it's actually interacted with by the user or programmatically played (autoplay generally doesn't work for similar reasons).

Yesterday I downloaded a responsive navbar tutorial and saw that the author had used button click sound using JavaScript.
So I try the code (copying it) and was able to make it too. When the button is clicked the background music plays well. But when I try adding the same code to body onload function the music din't play.

So, I thought the code has some error but suddenly I opened the HTML file from Opera Mini for Android and the background music appeared. The code which isn't working in advanced browsers like Chrome is working in Opera Mini. Why is this happening?

The way I understand it, and it seems to be reflected in your experience: Chrome browser mutes any autoplayed audio if no action of the user had been made with the domain that specificly requests the audio to be played. Once a user has made a positive interaction, the rules soften and the media may be played without consent renewal.

I know that in mobile safari any javascript call to play() must be in the same call stack as a user initialted click event. Spoofing the the click with a javascript trigger won't work either.

The main issue is that sound (on iOS and Android) must be triggered by a user click. My workaround was very simple. Tie the audio.play() to a click event listener and then immediately pause it. From that point and on the sound works perfect.

Here is a blog-post on the reason and how to overcome it by loading all the audio files on first user interaction and play them later in programmed manner: -playback-restrictions-in-blink/ Adopting this approach a small javascript module is available on GitHub -audio

Luckily for me the html5 app I'm working on only needs to work in Android 4.1, but if you're trying to make something cross-platform you'll need to adapt this slightly. Neither setting volume to 0.0 then back or autoplay on the control worked for me. I also tried muted and that didn't work either. Then I thought, what if I set the duration and only play a miniscule amount of the file? Here's yet another hacked-together script that actually did work:

I set the audio to autoplay and set the vol to 0.When I need it to play, I use the load() method and it will autoplay.It's a light mp3 file and it plays every one hour/two hour, so this works fine for me.

On Safari, every time I watch a YouTube video and then go on another tab, the video's audio stops playing. When i go back to YouTube, the video is paused but when I unpause it, it plays again. I've tried restarting my ipad and stuff, but it doesn't work. What causes this/Are there any solutions? Any help would be appreciated ?

Search the app store if you are allowed to install apps or look for an online streaming service for audio. Youtube is not designed to be a music service & their Youtube Red feature makes it quite clear they want money for playing files in the background. Other devices allow you to do as you please, computers & Android can work around it but iOS is too controlled by Apple & app developers.

That's funny because sometimes when I practice my instrument along with music when I use the YouTube app and turn off my iPod it stops but when I go to Safari and turn off my device it stops at first but then I can play it from the lock screen

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