Having issues with sound when exporting

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  • All of the sounds of my .mfa are in the binary data. Everything works fine if I run the application on my computer.

    However, when I try exporting the project (API 33), I keep getting the same issue where sounds longer than 5-6 seconds keep looping back to the beginning.

    This can be avoided though; if I make the sounds "load on call", this weird glitch doesn't happen. There's just one problem: I really want to make all sounds be "preloaded", since using "load on call" brings lag spikes and, admittedly, having to tag every sound longer than 5-6 seconds is really tedious.

    Any ideas?

  • Try messing with this option too?

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    You could also try adding blank space to the end of your sounds. I know Android has two audio players as part of OS design, one for short, quickly-played tracks of a few seconds, another for longer, slower loading tracks.

    Darkwire Software Lead Programmer (C++ & C#)
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  • Try messing with this option too?

    Please login to see this attachment.

    You could also try adding blank space to the end of your sounds. I know Android has two audio players as part of OS design, one for short, quickly-played tracks of a few seconds, another for longer, slower loading tracks.

    I tried it on and off, it doesn't change anything except create more audio stutters if it's off.

    I'm really out of ideas here. Is this a bug with Clickteam in general or is it happening just on my end?

  • I did have problems on my Huawei phone with a game that had preloaded a bunch of sounds. The solution was to save all the sounds as 16 bit files. That is also a built-in feature now (see screenshot).

    Sounds don't also have to be saved as binary data. Fusion automatically includes them in the Android and other builds.

    My sound options under runtime options for the game are:

    • Multi samples - ticked
    • Play samples over frames - ticked
    • Do not mute samples... - not ticked

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  • I did have problems on my Huawei phone with a game that had preloaded a bunch of sounds. The solution was to save all the sounds as 16 bit files. That is also a built-in feature now (see screenshot).

    Sounds don't also have to be saved as binary data. Fusion automatically includes them in the Android and other builds.

    My sound options under runtime options for the game are:

    • Multi samples - ticked
    • Play samples over frames - ticked
    • Do not mute samples... - not ticked

    Please login to see this attachment.

    All my sounds are in 16-bit already. I even tested converting them using Audacity, but nothing. My settings are also the same.

  • It might then not be your sound. It may be that your computer has enough resources to run the game, and your Android device does not. You can look at the profiler to see where your game spikes if you have 2.5+ and see if that's where the issues are coming in on Android. (or follow TonyThunder's suggestion).

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  • It might then not be your sound. It may be that your computer has enough resources to run the game, and your Android device does not. You can look at the profiler to see where your game spikes if you have 2.5+ and see if that's where the issues are coming in on Android. (or follow TonyThunder's suggestion).

    I playtested on an emulator in my pc too, and I've got other people to play the build for me; all of them claimed the issue happens on their device.

    So, no, the issue is not my phone.

    I've also created a blank .mfa with just a sound, and the problem still happens.

    I won't be uploading that .mfa because, well, it's just a default project with a sound that plays automatically (I've tried every file type already, it's not that).


    Again, it seems to be something that happens whenever Fusion builds the .apk.

  • PS: I claimed that the sound 'kept looping back to the start', that happened because I set that one specific sound to loop. In reality, it seems that the game considers the audio 'over' whenever it reaches 6 seconds of duration.

    In other words, sounds are only 'saved' up to 6 seconds, it seems; or the engine somehow considers 6s of a preloaded sound 'enough'?

  • It's possible that preloading sounds has a time limit. Are you playing each sound on its own channel?

    I'm looping music tracks of 2-3 minutes. In one of my games, I have 4 such tracks. But they're set to play from disk and only one is active at a time. These tracks play on a specific channel, and the other sounds play on other channels.

    I don't have any sound issues nor has anyone reported it in either the Android or PC version of the game.

    In that game I have 25 shorter sounds that are preloaded, but they're all 5 seconds or shorter.

    Casual games: Please login to see this link.

  • I won't be uploading that .mfa because, well, it's just a default project with a sound that plays automatically (I've tried every file type already, it's not that).

    Sometimes the best and quickest way to fix a problem is to upload an example of what's not working rather than having us try to figure out or imagine how all the available options are configured in your MFA.

    It's also possible that it's your own sound file, but if you don't upload it, we'll never know.

  • It's possible that preloading sounds has a time limit. Are you playing each sound on its own channel?

    I'm looping music tracks of 2-3 minutes. In one of my games, I have 4 such tracks. But they're set to play from disk and only one is active at a time. These tracks play on a specific channel, and the other sounds play on other channels.

    I don't have any sound issues nor has anyone reported it in either the Android or PC version of the game.

    In that game I have 25 shorter sounds that are preloaded, but they're all 5 seconds or shorter.

    I'm playing each sound on its own channel.

  • Sometimes the best and quickest way to fix a problem is to upload an example of what's not working rather than having us try to figure out or imagine how all the available options are configured in your MFA.

    It's also possible that it's your own sound file, but if you don't upload it, we'll never know.

    I don't think I'm able to post files here, or I wasn't able to find the right button.

    Here's a blank project with a sound set to preload, with a build made on my computer: Please login to see this link.

  • Preloading sound is based on the SoundPool API from Android. This API, known for its simplicity, recommends keeping sound files under 1 MB each. To check the size, you can use Audacity to convert them to WAV and see their size. While it may seem tedious to go through each sound to set them to preload or load on call, remember that it's a one-time effort.

  • Preloading sound is based on the SoundPool API from Android. This API, known for its simplicity, recommends keeping sound files under 1 MB each. To check the size, you can use Audacity to convert them to WAV and see their size. While it may seem tedious to go through each sound to set them to preload or load on call, remember that it's a one-time effort.

    I'm actually more worried about the lag spikes caused by sounds set to "load on call". That one option on CTF should be "Force 'load on call' for sounds longer than..." rather than "Force 'play from disk' for sounds longer than...", too.

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