Yes, everything is because of the library of
Because it has too many unmanaged
setTimeout inside, it often causes sound play repeat unexpectedly and the
SoundChannel out of control.
The temp solution is to modify:
var isplaying = true;
if (self._queue.length > 0)
var last_queue_event = self._queue[self._queue.length - 1].event;
if (last_queue_event == 'stop' || last_queue_event == 'pause')
self._queue.splice(0, self._queue.length - 1);
isplaying = false;
howler.js is not suitable for openfl project at all, it leads to many issues.(Sorry to the author, but it is the truth. )
How about rebuilding the
Howl class? I am willing to make some contribution for it.