From 7cc528f5fde4ad5de4d7c6092732f910940ec0d5 Mon Sep 17 00:00:00 2001 From: James Simpson Date: Fri, 16 Mar 2018 08:08:00 -0500 Subject: [PATCH] Update the readme for instant games --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index af2a3f9b..bed01bb0 100644 --- a/README.md +++ b/README.md @@ -433,7 +433,7 @@ var dolbySound = new Howl({ ``` ### Facebook Instant Games -We have worked directly with Facebook to fully support [Facebook Instant Games](https://developers.facebook.com/docs/games/instant-games), and howler.js is the recommended audio library for this platform. If you encounter any issues while developing for Instant Games, open an issue with the tag `[IG]`. +Howler.js provides audio support for the new [Facebook Instant Games](https://developers.facebook.com/docs/games/instant-games/engine-recommendations) platform. If you encounter any issues while developing for Instant Games, open an issue with the tag `[IG]`. ### Format Recommendations Howler.js supports a wide array of audio codecs that have varying browser support ("mp3", "opus", "ogg", "wav", "aac", "m4a", "mp4", "webm", ...), but if you want full browser coverage you still need to use at least two of them. If your goal is to have the best balance of small filesize and high quality, based on extensive production testing, your best bet is to default to `webm` and fallback to `mp3`. `webm` has nearly full browser coverage with a great combination of compression and quality. You'll need the `mp3` fallback for Internet Explorer.