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Thread: [Beta 32] Frame Rate, Sounds, and Lauch App

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    Exclamation [Beta 32] Frame Rate, Sounds, and Lauch App

    1.- This beta32 gets about -10% of FrameRate compared to beta29.

    2.- The sound system works better than the version beta29 but I dedect some problems, when there are many sounds with the option "Load on Call" selected, some times this sounds no play.

    3.- The time required to launch an app on the device is very high, an application with 22Mb takes about 30 seconds to open on the device, is a very high load time without the a load indicator.
    When the app goes from pause mode to active mode also has a similar timeout, and may seem that the application is blocked.

  2. #2
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    I've noticed #3 on my games too. It would be good to have a load screen image displayed while it loads (like iOS) to let the user know it's not just hanging.

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    Kiko, excellent summary of the status of the exporter. I agree with you on all three points, which I have never seen this option is that appointments.

    Quote Originally Posted by kiko View Post
    the option "Load on Call" selected

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    I think that Clickteam can fix the points 1 and 2 in the next beta, but I think that the "splash image" will include in the first release.

    Is just my opinion, of course.

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    Kiko does not know if this is a strategy to keep until RC1, i can tell you because the more complex the games load is so slow that sometimes leave you messages if you want to continue waiting for or want to cancel the app. I've been too busy with my game Great Mazinger.

    You can clarify the option "Load on call" of the sounds, please.

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    Sorry Jose,

    Yes, obviously when an app is more complex take more time to load. But the Android exporter need an optimization, and a load icon or splash image to avoid confusion for users.

    In reference on "Load on call" option, you can select the icon "Data Elements", in MMF2 this option open a window with all data elements of the current project (Sounds,Music,Binary Data, External Files, etc...).
    In the sounds section you can select any sound for replace (without change any command line) it or extract, and you have the options in the right hand for "Preload" (Preload Sound in memory when load the app) "Load on call" (Load in memory when the sound is called) or "Play from disk".

    These options are very useful to optimize the load of large apps.

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    I totally agree with you, you need a loading screen.

    As for the "Load on Call" and got it, thanks.

    Now that is the most optimal settings, preload, load on call or play from disk?

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    The best options are:
    "Preload" for little sounds that are repetitive, for example shots, explosions, effects, etc...
    "Load on call" medium sounds that are not highly repetitive. You should be borne in mind that this option consumes more CPU resources because need to load the sound into memory for play and then release. But is ideal for voices and many sounds when the processor is not used intensively.
    "Play from disk" obviously for background music.

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    Thanks for your explanation Kiko, long ago Francois gave me the same advice, I'll do some testing, but I think the audio advance that I loaded it is about memory problems.

    I feel that the exporter had a memory limitation or that it consumes lots of memory, is that James does not like comparisons but in the IOS Exporter in 256 MB Ram running heavy games, here that do not work on devices with 1 Gb RAM as my Galaxy SII.

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    Yes, basically because the Android uses about 80% of the memory, but you can obtimize your apps about a 50% easily.
    First you can set Settings - Graphics mode to 65535 colors (this option reduce about 30% size of the app and increase the FrameRate performance). With this option you reduce the graphics quality but is very very acceptable.
    In the Android Options you can set the Image Compresion option to Color Reduction, that is specific for Android and gets very good results.

    Other importan thinks, use OGG Vorbis format with quallity 2 or 3, you can reduce the size of all sound about a 70%.

    These tips are applicable to all exporters (excepting the Android Image Compresion that is only for Android).


    As I said before, I think many problems will be solved with the release version (Android Exporter), for obvious reasons.

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