From 910940d632cc7e1c9c1a7cfa284011f2c50347f0 Mon Sep 17 00:00:00 2001
From: jrwarwick
Date: Thu, 25 Apr 2024 13:30:48 -0700
Subject: [PATCH] Add m4a/aac file type to list of supported types, and
include public domain demo file.
---
README.md | 6 ++++--
index.html | 6 ++++--
sound.js | 8 +++++---
sounds/wapo_march.m4a | Bin 0 -> 51922 bytes
4 files changed, 13 insertions(+), 7 deletions(-)
create mode 100644 sounds/wapo_march.m4a
diff --git a/README.md b/README.md
index 3d1b607..c720740 100644
--- a/README.md
+++ b/README.md
@@ -8,7 +8,7 @@ You can use it as-as, or integrate it into your existing framework.
At its heart it's composed of
just two, short, independent functions: `makeSound` and `soundEffect`. The `makeSound` function helps you
-load and play sound files (mp3, wav, ogg, and webm). The `soundEffect`
+load and play sound files (mp3, mp4, wav, ogg, and webm). The `soundEffect`
function helps you generate a wide range of sound and music effects
from pure code.
These two functions are completely modular and free of dependencies, so
@@ -46,7 +46,8 @@ method's array. Then assign a callback function to `sounds.whenLoaded`.
sounds.load([
"sounds/shoot.wav",
"sounds/music.wav",
- "sounds/bounce.mp3"
+ "sounds/bounce.mp3",
+ "sounds/wapo_march.m4a"
]);
//Assign the callback function that should run
@@ -84,6 +85,7 @@ they're easier to work with:
var shoot = sounds["sounds/shoot.wav"],
music = sounds["sounds/music.wav"],
bounce = sounds["sounds/bounce.mp3"];
+ bounce = sounds["sounds/wapo_march.mp4"];
```
You now have three sound objects, `shoot`, `music`, and `bounce` that
you can play and control.
diff --git a/index.html b/index.html
index 1194ee0..4efe452 100644
--- a/index.html
+++ b/index.html
@@ -28,8 +28,9 @@