howler.js resumes playing sprite sound after being paused

I have been working on setting up an audio sprite using Howler.js. The basic functionality of the sprite is working well, but I am facing an issue when trying to resume playback after pausing a sprite. When I call play(), it does not work as expected.

sound = new Howl({
  urls: ['http://<your audio asset>'],
  sprite: {
    frame1: [260, 4400],
    frame2: [4700, 2400],
    frame3: [7100, 2200],
    frame4: [9300, 2100],
    frame5: [11400,5100],
    frame6: [16500, 3000]
  }
});
----------------HTML-------------------
<button onclick="sound.play('frame6')">
Play Frame 6
</button>
<button onclick="sound.pause()">
Pause
<button onclick="sound.play()">
Play
</button>

Here are my steps:

  1. Click on "Play Frame 6" button
  2. Click on "Pause" button
  3. Click on "Play" button (expected behavior: should resume playing frame 6, actual result: no sound at all)

Answer №1

To activate the functions of 'frame6', simply include them in pause() and play()...

----------------HTML-------------------
<button onclick="audio.play('frame6')">
Start Frame 6
</button>
<button onclick="audio.pause('frame6')">
Pause
</button>
<button onclick="audio.play('frame6')">
Resume
</button>

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