Iteration #3: Creating a Sound Pool

So, now we know we don’t want to play an HTMLAudioElement object repeatedly or create unlimited sound objects on the fly. However, what if we cap the number of audio objects we create and put those objects in a pool so that we can use them over and over? This will save us memory, and after the sounds are loaded, we shouldn’t see any loading pause before they are played, right?

We will implement a solution that uses HTMLAudioElement objects as general-purpose sound objects. We will keep a pool of them and change the src attribute to whatever sound we want to play. This appears to be an elegant solution that reuses as much as possible, in addition to giving us a lot of flexibility as to which sounds we want to play.

In canvasApp(), we will create a new variable named MAX_SOUNDS. This will represent the maximum number of sound objects we can create at any one time. We will also rename our sounds array to soundPool to better describe its purpose:

var MAX_SOUNDS = 8;
var soundPool = new Array();

The big change here is the playSound() function. It uses the same parameters as the one from iteration #2, but the functionality is very different:

function playSound(sound,volume) {

The first half of the function loops through the soundPool array to see whether any of the HTMLAudioElement objects in the pool are available to play a sound. We determine this by checking the ended property. Because only HTMLAudioElement objects that have previously been used to play ...

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