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Thread: RC #1 - Bug - Sounds + App Resume + Question

  1. #11
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    Re: RC #1 - Bug - Sounds + App Resume + Question

    The OpenAL sound bug is fixed.

    It is however very difficult for us to fix the AudioPlayer sound bug when the game is paused. For some reason iOS resumes any AudioPlayer sample automatically and we cannot pause it again unless the sample is restarted. It also appears that it is impossible to get the sample position when the home button is pressed as the sound is stopped by iOS itself. This makes it very hard for us to resume the sound after the question object closes again as we do not know where in the sample to start it.

    I'm against constantly storing the sample position of all sounds as this could reduce battery life very slightly. If there is no other way then I guess it is the only solution.

  2. #12
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    Re: RC #1 - Bug - Sounds + App Resume + Question

    > I'm against constantly storing the sample position of all sounds as this could reduce battery life very slightly. If there is no other way then I guess it is the only solution.

    I agree with you, it's not advisable to store it always.

    What if we manually pause the channel/sample before asking the question? Then manually resume it when an answer is given? Maybe iOS won't resume it automatically ... Didn't try that (not at home right now to try it).

  3. #13
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    Re: RC #1 - Bug - Sounds + App Resume + Question

    Ok, found a workaround. Before asking the question I store the music position on an alterable value or global value, then stop the music and finally I ask the question.

    When the question is answered, I play the music from the begining and change asap the position to the stored value.

    No matter if the player hits the home button when a question is asked, the music will always play with Audio Player.

  4. #14
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    Re: RC #1 - Bug - Sounds + App Resume + Question

    Great to know it works fine

    One possible solution for us is to fake the same upon entering a pause. That should get around the iOS limitation of not being able to do anything about the audio in the 'suspend' and 'resume' events from iOS.

    *Edit* I modified the routines to fake this and it works great.
    Note: It *can* cause a minor slowdown when a sample does this so it is best suited for when the game pauses/unpauses for whatever reason.
    Regular game sounds that happen often should use the OpenAL method instead of the AudioPlayer method as it can pause and unpause with no slowdown.

  5. #15
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    Re: RC #1 - Bug - Sounds + App Resume + Question

    Perfect! Thanks a lot for this!!!

  6. #16
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    Re: RC #1 - Bug - Sounds + App Resume + Question

    ETA? :p

  7. #17
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Re: RC #1 - Bug - Sounds + App Resume + Question

    Relax! They are working on it as fast and hard as they can. It's a privilege to test things such as this before every one else, and you should be a little more patient imo...

  8. #18
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
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    Re: RC #1 - Bug - Sounds + App Resume + Question

    ETA RC2 Chillout.

  9. #19
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    Re: RC #1 - Bug - Sounds + App Resume + Question

    > It's a privilege to test things such as this before every one else, and you should be a little more patient imo...

    Exactly and I'm looking forward to test the next version!

  10. #20
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    Re: RC #1 - Bug - Sounds + App Resume + Question

    > ETA RC2 Chillout.

    Pheewww! Thanks ...

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