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

  1. #11
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleMac Export Module
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    In conslusión this is a war against the same operating system!

    Thanks for the tips Kiko, all I meet at face value, except for OGG audio, I always use MP3 for background music and WAV format for sound effects, both 8, 11 and 22 kHz.

    I do not use OGG because one we see Francois stated that all other formats are converted to WAV internally and got lost CPU cycles with that. Of course that was with iOS Exporter, if not the same with the Android Exporter.

  2. #12
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    I disagree with the subject of sound, I mean:

    The big problem with Android is the memory, the CPU is a secondary problem.
    An app with 40Mb size probably not work in many devices.

    When you have a big app with 200 or 300 sounds, (we have many apps in this situation) this sounds increase the size of the app in 18-22Mb, and the problem is to reduce this size.

    Use the MP3 for background musics its ok, (but note that the iOs systems only can play 1 MP3 at time).
    In Android some MP3 sounds have problems, and with OGG Vorbis (22K mono 16bits) you can compress more than the MP3, and for a menú music, for example, no have problem with the CPU process.

    Well, the sounds that uses very intensively like shots and explossions, can be in WAV (usually not more than 5-10 sounds).
    The bulk sound in a game are medium size, and if use WAV format have great impact on the size of the app. For this sounds the best obtion is use "Load on call" option, for obtimize the memory usage.

    Therefore you can use for this sound the OGG format and you get an adventave on the CPU. With the OGG format you can reduce the size of sound about 70-80% compared with WAV, and with this reduction size you can use "Preload" option, and in this situation play a reduced size OGG is more fast than a big WAV that need to load in memory for play.

    I have many experience and many apps released and sincerely this is the best way.
    When you put into practice will see the benefits.

  3. #13
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Quote Originally Posted by Koji_Kabuto View Post
    I do not use OGG because one we see Francois stated that all other formats are converted to WAV internally and got lost CPU cycles with that. Of course that was with iOS Exporter, if not the same with the Android Exporter.
    That's not the case with Android.

  4. #14
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleMac Export Module
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    Kiko thank you very much for your advice I will implement, thanks James for confirming the OGG as an option and I congratulate you that the exporter is taking great force.

    BTW the effect monocrhome does not work, you've had time to review this?

  5. #15
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Quote Originally Posted by Koji_Kabuto View Post
    the effect monocrhome does not work, you've had time to review this?
    You sure? Seems to work fine for me.

  6. #16
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    When you apply, place the active object in monocrhome but applies a transparency. Later you posting a picture of how it looks.

  7. #17
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    Take for you to see the problem of the position of the joystick in beta 32.

  8. #18
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    James saw the monochrome effect problem? The exporter applies, but also applies a transparency that should not. This happened with iOS Exporter and Andos fix it.

  9. #19
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Thanks José, that should be fixed in beta 33.

  10. #20
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    Thank you very much James for this.

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