"IOS exclusive: Encounter INVALID_STATE_ERROR on IOS devices only, not on Android, OSX, or Windows platforms

While developing an HTML5 web page with audio functionality using JavaScript, I encountered an issue. Initially, the basic version of my webpage successfully loaded and played audio files in different formats (e.g., ogg vs mp3) across various OS/browser combinations such as OSX (Safari, Chrome, Firefox), iOS 5 and 6 (Safari), Windows 7 (Firefox, Chrome), and Android 4.2 (Firefox). This basic version consisted of only one JavaScript file.

Upon integrating the audio code into the production version of the website, which includes other JavaScript libraries like jQuery, jQuery UI, and flot, I faced a problem specifically on iOS devices (tested on iPad2 and iPad3 running iOS 5 and 6). The error message displayed was:

INVALID_STATE_ERR: DOM Exception 11: An attempt was made to use an object that is not, or is no longer, usable.

The error occurred when trying to set the current time of the sound object based on a specific sprite data:

mySound.currentTime = spriteData[currentSound].start;

Interestingly, the same code ran without errors on the iOSSimulator for both iOS 5 and 6 simulations.

Seeking advice on how to debug this issue, any suggestions or insights would be greatly appreciated as I'm unsure where to focus my efforts. Thank you.

Answer №1

Did you know that Mobile Safari comes with a developer mode that allows for attachment through Safari on a Mac? For more information, check out the Safari Web Content Guide: Debugging Web Content on iOS.

If you're experiencing errors, try breaking down the expression to identify which part may be causing the problem. For example:

var t = spriteData[currentSound].start;
mySound.currentTime = t;

Answer №2

After much experimentation, I have finally discovered a solution. While the code snippet provided works perfectly fine on its own across various platforms, it somehow fails when integrated into the full production page, particularly on iOS devices (including iOS 6.1):

audioSprite = document.createElement('audio');
audioSprite.setAttribute("src","/foo/bar/file.xxx");

The file extension xxx can be mp4, ogg, wav, or mp3, depending on the browser's compatibility.

Surprisingly, making just a minor alteration to these two lines, while keeping everything else intact, allows the audio to play smoothly on iOS within the production environment:

audioSprite = new Audio('http://example.com/foo/bar/file.xxx');

Despite this successful workaround, the reason behind why the initial version failed remains unclear to me.

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