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Thread: Beta 16: Problems with sound playback

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    Re: Beta 16: Problems with sound playback

    You're right. It is cumbersome, but unfortunately in my case it's the way to go since I'm already in the market. So I cannot wait for a fix in versions 1.x of the exporter (being x > 0)

    EDIT: I will try no to add a silence at the end of the raw sound. Just a "Lenght minus T millisecs" should suffice, being T a value really small and common to all sounds. If for any reason the sound reaches its end before the evaluation kicks in, yes, I will have to play the sound again. But hopefully, those cases might be exceptions since the evaluations will be done on eahc update loop. Fingers crossed ...

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    Re: Beta 16: Problems with sound playback

    I just did some tests to try and get some workarounds, but I haven't been able to find a solution. I did a similar method to what you suggested BHGames, using the sound position to try and play sounds again. However positioning the sound has the same effect as playing a new sound from the start - the game still lags.

    In the attached file, my app plays a sound on a channel and repositions it to the start when you click the button. If you let a sound get to the end then it actually "stops", so you can't reposition it.

    Unless a workaround or solution can be found, then I don't think the runtime should be released to the public. Customers who buy it will not be happy.

    I'm being stubborn about this because it's a critical feature which is essential to the finished iPhone runtime. Games need sound effects. If the runtime can't play sound without lagging then nobody will be able to make games.
    Attached files Attached files

  3. #33
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Re: Beta 16: Problems with sound playback

    agreed that sound is a critical feature of the exporter, people buying this will want a simple play sound solution, and not having to implement some huge workaround like pausing sounds and preloading them to get it to work.

  4. #34
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
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    Re: Beta 16: Problems with sound playback

    I think the IOS Exporter can not go out with this lack as strong, and I understand Francois to get the product that was dated for December, but if the product is released and begins to criticize this aspect all work is lost.

    It is best to repair this and that version 1.0 be as robust as possible. They are close and as I said before, the mere fact that the IOS Exporter generate Xcode project leaves them light years ahead of competition gamesalad. So there can be failures and less one like this.

  5. #35
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    Re: Beta 16: Problems with sound playback

    Changing the sound routines is not a matter of one week. This is a major change that will necessit several weeks of beta test. We have to get the product out, it is a vital matter for our company.
    We will update it as soon as possible after.
    And the sound issue is not a problem for everyone : three games arez now on the app store.

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    Re: Beta 16: Problems with sound playback

    And none of them is using sound heavily, Francois. The thing which we are saying is that releasing a product with faulty sound system may only work worst on the long range than delaying runtime for couple weeks time.

  7. #37
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    Re: Beta 16: Problems with sound playback

    Francois I understand your position, what it is to be in charge of a project development cost is very high.

    In addition we are beta testers and we will know to handle this situation. Now it is good that the first update to fix IOS Exporter this special topic. That if I think you should solve minor problems for the 1.0 release.

    Greetings and thanks for your confidence in us.

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    Re: Beta 16: Problems with sound playback

    Quote Originally Posted by netninja
    I just did some tests to try and get some workarounds, but I haven't been able to find a solution. I did a similar method to what you suggested BHGames, using the sound position to try and play sounds again. However positioning the sound has the same effect as playing a new sound from the start - the game still lags.

    In the attached file, my app plays a sound on a channel and repositions it to the start when you click the button. If you let a sound get to the end then it actually "stops", so you can't reposition it.

    Unless a workaround or solution can be found, then I don't think the runtime should be released to the public. Customers who buy it will not be happy.

    I'm being stubborn about this because it's a critical feature which is essential to the finished iPhone runtime. Games need sound effects. If the runtime can't play sound without lagging then nobody will be able to make games.
    netninja: I was thinking more in a solution like the one I´m attaching. Unfortunately, it doesn't seem to work on iOS runtime (but it works ok on the PC runtime). So I´m posting it as a bug report.
    Attached files Attached files

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    Re: Beta 16: Problems with sound playback

    BHGames - your code works virtually the same as mine, except it isn't looping unnecessarily. The problem will still be present when you reposition the sound as it has the same lag as when you play a sound from the start.

    Francois - I understand the need to release the iPhone runtime as quickly as possible. I think that it might upset some of your users, but the choice is obviously up to you. The current games made with the MMF runtime don't have fast movements so if there is lag, it's unnoticeable.

    If you still think it's best to release the runtime with this issue, can you please make this sound issue a number one priority to fix after the first release?

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    Re: Beta 16: Problems with sound playback

    > BHGames - your code works virtually the same as mine, except it isn't looping unnecessarily. The problem will still be present when you reposition the sound as it has the same lag as when you play a sound from the start.

    So I guess from your words, that my code works on your device (?)

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