Thanks for getting back to me.
I was a little off I am using Web Audio API and not HTML5. It works on all my other machines and had worked on this one until I upgraded. The live version taking the sound from microphone works fine as well. The pertinent javascript is
// Establish Audio Context Window
window.AudioContext = (function(){
return window.webkitAudioContext || window.AudioContext || window.mozAudioContext;
})();
// Kickstart Button Click
document.querySelector('#kickstart_button').addEventListener('click', function(e) {
window.AudioContext = (function(){
return window.webkitAudioContext || window.AudioContext || window.mozAudioContext;
})();
// the audioCtx is the primary 'container' for all your audio node objects
if(!audioCtx) {
try {
audioCtx = new AudioContext();
} catch(e) {
alert('Web Audio API is not supported in this browser');
}
}
// Resume if lost audio context.
if (audioCtx.state === "suspended") audioCtx.resume();
});
I had to add the kickstart button for Apple specifically years ago because Apple would not at that time accept just pushing the play button.
I suspect the kicker for IOS 17 changed or I need some new setting. All browsers fail but just on the only iPhone I updated. My wife's phone works with 16.1 and all my linux machines and browsers are fine.
How do I verify the code beyond running for years until upgrade?