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Thread: Guide to faster games with less memory usage

  1. #81
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module

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    That was a fast reply, and thank you!

    Are they really converted to wavs? That's surprising. Unfortunately, I'm not sure how you would use mp3s in MMF2? I've always known that they had to be converted to Oggs in order to be used.

  2. #82
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleInstall Creator Pro

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    You can select MP3s when using "Play sample". Some details to care about are mentioned in the help file (Distributing your application-iOS-Differences)
    Btw, the format doesn't matter too much in other runtimes, because MMF has a great Wav compression. Unfortunately not in iOS

  3. #83
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module

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    Thank you, you've been very helpful!

  4. #84
    Clicker Fusion 2.5
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    does scaling sprites (and handling scaled sprites animations, movements, etc) consume a lot of memory? cause i intend to draw some small graphics in pixel art and then scale them all at like 3x or 4x. would this work?
    thanks in advance

  5. #85
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleInstall Creator Pro

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    I recommend reading these docs: http://community.clickteam.com/showthread.php?t=65188&p=491650&viewfull=1#post491 650
    The last one in the list will answer your question in detail.

  6. #86
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    thanks! it seems like it is a good idea then!

  7. #87
    Clickteam Clickteam
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    Quote Originally Posted by JoKa View Post
    You can select MP3s when using "Play sample". Some details to care about are mentioned in the help file (Distributing your application-iOS-Differences)
    Btw, the format doesn't matter too much in other runtimes, because MMF has a great Wav compression. Unfortunately not in iOS
    I'd like to know what MMF does to the WAV files during the compilation? I have a nice bunch of WAV musics (3 to 6 Mb each) which sound terrible once I run the app on the device. Unless a better compression can be achieved, I would really like to be able to tell MMF to let my WAV files as they are. Not to mention that the composer I hired for the project would be disappointed to hear what happened to his musics.

    EDIT: Let us use the "Compress Sounds" app property?

  8. #88
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleInstall Creator Pro

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    I think we can't use the compression option because wavs can't be compressed in iOS. About the quality, does the sample rate affect this? Haven't noticed such problems although I always use wavs.

  9. #89
    Clickteam Clickteam
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    I always use uncompressed WAV files: 44100 Hz 16 bit PCM Stereo. So you think that MMF doesn't compress WAV files when the app is exported to iOS. Could someone confirm this please?

  10. #90
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleInstall Creator Pro

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    I'm usually using 22050 or 44100 Hz 16 bit PCM Mono, not sure if that makes a difference. Francois mentioned some months ago that there's no Wav compression.

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