I was really excited to see iOS 6 supports the Web Audio API, since we make HTML5 games. However, I cannot get iOS 6 to play any sound at all using the Web Audio API with examples that work fine in desktop Chrome.
Here is a HTML5 game with touch controls and playing audio via the Web Audio API (if present - if not it will fall back to HTML5 audio):
http://www.scirra.com/labs/sbios6b/
Edit: @Srikumar suggested some workarounds. I applied them at the version below. It still does not work!
http://www.scirra.com/labs/sbios6f/
Everything plays just fine on desktop Chrome, but iOS 6 emits no sound at all. I'm having trouble debugging it because I only do Windows development, and iOS 6 replaced the debug mode with remote web inspector, which apparently is not available on Safari for Windows. Using a few alerts I did find it correctly identifies the Web Audio API, uses it, detects no Vorbis support so falls back to AAC audio, decodes a buffer and then plays it, and no errors are thrown, but I hear nothing. And, of course, I tried turning the volume up to max :)
There should not be a codec problem, because iOS 6 can play AAC just fine - you can browse to one of the .m4a's the game plays and it plays fine visited direct from Safari.
Looking at the Web Audio API examples here on iOS 6: http://chromium.googlecode.com/svn/trunk/samples/audio/samples.html - some of them work, and others don't. For example, the Chrome Audio Visualizer works, but Javascript Drone doesn't.
There must be some subtle incompatibility between Web Audio on iOS 6 and desktop Chrome. What am I missing?