Sounds - build 282.3 or greater

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  • Some devices like iPad (at least some of them) don't support the M4A sound files generated by the HTML5 exporter by default.

    The build 282.3 has a new option in the preferences (General tab / select the HTML5 exporter) to build MP3 files instead of M4A files if lame_enc.dll is installed in the data/runtime/flash folder.

    If you want to build MP3 sounds instead of M4A :

    - If the SWF exporter is installed, you have nothing else to do as it contains lame_enc.dll in data/runtime/flash. Just make sure the option above is selected.

    - If the SWF exporter is not installed, you need to find and download lame_enc.dll from the Internet and copy it to the data/runtime/flash folder of CF 2.5 (for example you can find it in Please login to see this link., download the zip file for Wndows). And make sure the option above is selected.

  • There is still that licensing issue regarding the use of .MP3 files in games: Please login to see this link.

    Would it be possible to let us choose between M4A, MP3 and WAV? I'd rather use WAV to avoid any licensing issue, even if they are heavier. But I don't know how well the different browsers support WAV files. Do you have a clue? I shall do some testing.

    Another question, why can't WinXP users choose to generate M4A files? Is there an issue with that old OS?

    Last question, could we also choose which audio format to use with the Flash exporter? Hopefully using something else than MP3 is possible. I ask that because the same licensing issue applies.

    EDIT: I wanted to add that I've setup Fusion to generate WAV files (instead of MP3) by removing the lame_enc.dll file. Everything went fine, except for the file 9999.mp3 that was still generated by Fusion. I was expecting to see a file 9999.wav instead.

    Edited once, last by Olivier (September 26, 2014 at 5:00 PM).

  • I think the page you mention specifies licensing terms for programs that include a MP3 decoder. CF applications do not include any decoder, the decoder is integrated in the system and/or browser and/or player (for Flash). When we got our agreement with Technicolor for redistributing the MP3 encoder in the SWF exporter, they told us our users wouldn't have to pay anything as our runtime doesn't contain any decoder. Please check with them if you need a confirmation.

    AFAIK WAV in HTML5 is not supported in Internet Explorer.

    XP has no built-in codec for M4A, this codec has been introduced only in Windows Vista or 7.

    Flash only supports MP3.

  • Actually, what I said might not be exact whatever we've been told by them, their FAQ is a bit confusing. However they say "no license is needed for private, non-commercial activities (e.g., home-entertainment, receiving broadcasts and creating a personal music library), not generating revenue or other consideration of any kind or for entities with associated annual gross revenue less than US$ 100 000.00.".

    So I guess you are safe, unless you generate more than $100,000 (and in this case it's worth asking them perhaps).

  • More info, I've checked what they told us (it was in 2011):

    "If the application does not contain an Mp3 encoder/decoder in this case there is no need for a hardware license. If the software comes with Mp3 tracks you might need our Electronic Music/Content Distribution (EMD) license. The terms for this type of agreement are $2,000 annual minimum royalty, with 2% royalty on mp3-related revenues, which are reported quarterly. Only for EMD we have an exception for companies which do not receive more than $100,000 per year in mp3-related revenues."

  • Thank you Yves. I believe that this Please login to see this link. is the best suited to us game developers:

    Quote

    Do I need a license to use mp3 in games?

    Yes. Games using mp3 encoded content are licensed on a per-title basis.

    However, no license fees are due if less than 5 000 copies of a particular game title are distributed.
    Links:
    Please login to see this link.

    In the case of a freely distributed Flash or HTML5 game, I really don't know how to account for the number of copies distributed. The number of downloads or gameplays I guess.

    Edited once, last by Olivier (September 28, 2014 at 7:03 PM).

  • Quote from Yves

    XP has no built-in codec for M4A, this codec has been introduced only in Windows Vista or 7.


    Yves, if XP users were able to install the relevant M4A codec on their machines, do you think that Fusion could generate M4A files when building an HTML5 app?
    If that's a viable solution, I guess that the codec (DLL file?) should be dropped somewhere into the CF folder tree.

    Quote from Outcast

    I know I did this before but I cant find the option anymore to change to this, do anyone have a screenshot where it is supposed to be?


    If you are talking about the new option to build MP3 files instead of M4A, Yves mentioned it in the very first post.

  • Quote

    Yves, if XP users were able to install the relevant M4A codec on their machines, do you think that Fusion could generate M4A files when building an HTML5 app?


    Not with the current routines anyway as they don't work on XP, we would have to use DirectShow for that, so there is some work.

    It's not worth the effort for XP. I hear from almost every XP user they are switching to newer versions of Windows because MS doesn't update it anymore. However if you could choose between the codecs installed on the machine that could be nice. Maybe later.

  • I use XP and I have a huge problem with every sound in an html app. When i have a sound in my app, .ogg .mp3 .wav the frame who contain the sample/music, won't load and leave the square of the game blank. If I use to be in a frame with no sound before going in the next frame who have a sound, the next frame won't load and we see the frame just before the frame with sounds but the image freeze. I don't know why this keep doing this but it not nice to not have any sound and music in a game.

    Olivier and Yves, I understand your point of view about outdated OS but if the sound don't work because I use XP, it will be pretty lame to use the HTML module to export something without sound right?

    Maintenant Glitchy Dust

  • Can you build a game that does not work in HTML5 Développement and upload it to a server?
    Then give me the link a the MFA. I'll be able to see what is wrong.

    Francois
    PM: Please login to see this link.

  • Oh god -.- I just get the Lame_enc.dll in the Data/Runtime not Data/Runtime/Flash sorry for that hahaha :S but emm I just get in the "Flash" folder and it keeps crashing, even if the sound do not start when the frame start in my condition, every frame who have any kind of sound won't load :/

    I will update this post to give you a link of an exemple. I hope it's not only my computer again...

    Well, this is the game, I have the problem that is blanc once hosted... not only music but nothing work...
    Please login to see this link.

    Maintenant Glitchy Dust

    Edited once, last by markymoniom (October 15, 2014 at 6:13 PM).

  • This issue is driving me crazy right now. I'm currently in the process of creating an e-card for my company, and it works fine on PC and Android devices, but whenever I try to load it through an iOS device, no can do, loading stops at about 90% and stays there.

    If I remove all sounds from my project, it works without a hitch. But as soon as I put sounds in, any iOS device get stuck at about 90% in the preloader. Tried everything I could, iOS fix in the HTML5 properties, using M4A or MP3 files, try loading stuff all at once or not, I seriously don't know what doesn't work.

    Anyone have a clue about why it is like this? I'm using build 282.3 and latest version of HTML5 exporter (installed latest version yesterday).

  • Seems like you are missing the 9999.mp3 file, which used to make the preloader stuck and never reach 100%. But this is an old issue from a previous build:
    Please login to see this link.

    Can you make sure that this file is present in your project after complilation?

  • Yes, the file is there. I'm litterally stumped on this one. No matter what I do (also tried removing the wmf_enc.dll from the Runtime folder, as suggested in another thread - but no results). I litterally tried everything I came across in these forums in the hopes of finding a solution, and nothing works...

  • Another thing I noticed.... if I don't put any preloader, the app doesn't seem to start, but when I touch the screen on the iPad, I see a small "play" arrow icon appearing for like 1 second next to the battery percentage icon. Nothing else happens though.

    But then, if I remove sounds from my app (there's only one sound, a 30-second music clip that doesn't even loop), app works perfectly fine. So it's definitely an issue with sound. Although I don't know what exactly the problem could be.

    I really need to get this sorted out real soon. I only have about 2,5 weeks left to have a working product ready so the company can send it out to their clients.

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