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Thread: My game was rejected because game music plays over phone music

  1. #11
    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
    leuvsion's Avatar
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    Quote Originally Posted by Francois View Post
    The freeze does not come from me : I just call one function of the phone. It comes from the phone itself restarting the sound, so there is nothing much I can do.
    I would try to change the bitrate of the sound (maybe to a lower bitrate).
    Or loop the MP3 as suggested above.
    Hi Francois, the size unfortunately is not an issue I got my track to about 20kb and it still has the same pause. would it be possible to code an action that can check if the device is playing music so we can use another formate like wav when it's not. ( wavs do not have this freezing issue)

    if that was possible would be a great work around.

  2. #12
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleXNA Export Module
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    .ogg does not lags too. Only MP3 files lags. And they force us (MMF or XNA, i don't know) to use MP3 files..

  3. #13
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    It's actually probably your MP3's fault. If you used a converter, it could easily have given you some blank space at the end. Try loading it in Audacity and cutting the sound off at a zero crossing point (the point where the wave crosses the middle) and then make sure it starts at the zero crossing point too. Also check to see if the waves will match up. If the first wave leaves from the middle heading up, the last wave will have to touch the zero crossing point from the bottom. This will remove any chance that the looping error is at the fault of your sound file.

  4. #14
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleXNA Export Module
    Dobermann's Avatar
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    Quote Originally Posted by Jacob View Post
    It's actually probably your MP3's fault. If you used a converter, it could easily have given you some blank space at the end. Try loading it in Audacity and cutting the sound off at a zero crossing point (the point where the wave crosses the middle) and then make sure it starts at the zero crossing point too. Also check to see if the waves will match up. If the first wave leaves from the middle heading up, the last wave will have to touch the zero crossing point from the bottom. This will remove any chance that the looping error is at the fault of your sound file.
    You didn't understood the problem. Windows Phone games always lags when a MP3 file is looping. There's nothing to do.

  5. #15
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Francois's Avatar
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    To detect if a sound is playing, use the sound object conditions.

  6. #16
    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
    leuvsion's Avatar
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    Quote Originally Posted by Francois View Post
    To detect if a sound is playing, use the sound object conditions.
    The issue is it doesnt detect music playing on the phone (as in issue not from our games but from the music player or other thats alreadt running in the background), is it possible to code the XNA module so either it does, or theres a new action from the sound object or the XNA object: "is music playing on the OS?" or similar?

  7. #17
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    In my todo list!

  8. #18
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    New condition in the XNA object : "Music is playing in the background"
    For next beta.

  9. #19
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    Awesome, cheers Francois!

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