# \[Phaser 3\]Review needed!

**URL:** <https://phaser.discourse.group/t/phaser-3-review-needed/8183>\
**Category:** Showcase\
**Created:** [November 22, 2020, 4:08am UTC](https://phaser.discourse.group/t/phaser-3-review-needed/8183 "2020-11-22T04:08:20Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Milton](https://avatars.discourse-cdn.com/v4/letter/m/87869e/32.png) [@Milton](https://phaser.discourse.group/u/Milton)\
**Post date:** [November 22, 2020, 4:41am UTC](https://phaser.discourse.group/t/phaser-3-review-needed/8183/2 "2020-11-22T04:41:04Z")

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Loading over 6MB (startSound.mp3) in preload is not a good idea. It’s going to wait for filecomplete…

> [@Loading Audio](https://phaser.discourse.group/t/loading-audio/1306/6):
>
> You can use !this.load.isLoading() instead playing = false create() { this.load.audio('song', ['assets/sounds/0781.ogg']) this.load.start() } update() { if (!this.playing && !this.load.isLoading()) { this.playing = true this.sound.play('song') // this works }

I’m not sure about the Phaser audio loader, but if you just use HTMLAudioElement directly, you can play as soon as there is enough data available (canplay, canplaythrough events).

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_[View the full topic](https://phaser.discourse.group/t/phaser-3-review-needed/8183)._
