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Thread: iOS Audio Frequency Issues

  1. #1
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    Question iOS Audio Frequency Issues

    For the life of me, i cannot seem to edit sound samples frequency on an iDevice.

    I can test it in the pc runtime, and it looks as if frequency editing is supported, but I cannot seem to get it to work once i compile and test on an ipad.

    File is .wav format, at default 44100khz freq.

    Am i missing something?

  2. #2
    Clickteam Clickteam
    Olivier's Avatar
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    Setting the frequency of a sample/channel does work in iOS, but you must meet these conditions:
    - Call the play sample/channel action first
    - The sample/channel must be played with OpenAL

    You can learn more about the OpenAL vs. AudioPlayer stuff in the Help file > Distributing your application > iOS > Differences.

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    Dredging up an old thread for my own needs.

    I'm trying to change the frequency of a sound, but i can't make it work.
    I'm using OpenAL, playing the sound first.

    This is on a sample, not a channel (but tried channel as well with no luck).

    What is the actual effective range on frequency? Would a change of 1000 to 2000 make much difference (because i dont hear a change at all, even 100 to 10,000)?


    Thanks!

  4. #4
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    Changing the frequency works like this: start with the frequency of your audio file, let's say 44100 Khz, and alter that value. I found out that the effect is noticeable by adding/subtracting 5000 or more.

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    Thanks, I'll try that!

    Should I notice a change in the frequency only on the phone, or will i be able to hear it at run-time on the pc?


    EDIT: Ok, i can hear it changing now... thanks for your help!

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    One thing I would suggest is to ensure all of your sounds are the same frequency. Sometimes another sound gets 'caught up' in the frequency change. When I tried adding variable frequencies to Awesome Land (I had Manley's footstep sounds play at a randomized frequency so that they varied in pitch ever so slightly to sound more natural), sometimes accompanying sounds would get their frequencies changed too here and there. If a sound was a lower frequency originally it ends up sounding really high pitched which is odd. I abandoned the frequency randomiser for the time being because of it.

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    Thanks DJ... good info to know.

    So far, its working out better than i had expected, but that's good to know!

  8. #8
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    DistantJ - Just a thought, perhaps the frequency change works on a channel and you had more than one sound playing on a channel?

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    iOS Audio Frequency Issues

    Nah, it was affecting samples on other channels too. Happened on PC runtime as well.

  10. #10
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    i'm not seeing any other samples being affected... sounds strange.

    I do notice that on PC runtime, the frequency often reverts back to original, but this doesn't happen on the device, so i don't mind.

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