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Thread: .ogg format for music + audio related questions

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module

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    .ogg format for music + audio related questions

    Hello,
    iv'e got a problem using .ogg in phone apps, problem being; they don't play. Iv'e tried playing .oggs using the usual sound function in the event editor and also the video android object which says it can play .oggs. Sounds play when tested on the pc, but not when tested on an actual phone.
    does anyone have any suggestions on how I can get this to work?

    alternatively does anyone reccomend any other sound formats for music, specifically ones don't take up much space?

    Also Is there a way to play .mod files in android apps?

    hope somone can answer these Questions

  2. #2
    Clicker

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    DaveC's Avatar
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    How did you make the .ogg files? Try re-saving them with the free program Audacity.

    .ogg works perfectly for me on android+ios

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module

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    the .ogg files were made using soundforge, after resaving them with audacity they play on the phone. Many thanks Dave!!

    Also it's nice to see another Australian dev (im in melbourne)!

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    KLiK-iT's Avatar
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    Audacity is a great little program!!

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module

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    I think it's pretty decent. However my housemate, who’s a musician dissed it and recommended Wavosaur instead, which I haven't really tried.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module

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    Hi again, I’ve run into a small problem relating to wav sound effects. Some sound effects don't play when tested on an android phone (works fine on pc), even after being re-saved with audacity.
    The project rate that doesn’t work is 44100 hz, 32 bit float, mono track.
    What’s up with this? are there unsupported frequencies? if so what are they?

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleFirefly 3D Module
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    I've run into this problem too, it seemed to happen with small wave sound files on Android. With trial and error I've decided to always use Audacity and set the output to .ogg . Since I've done this, I've never had a problem again. I build for both Android and iOS and sound wise, it always go to plan with .ogg files.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module

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    is there any draw back to only using .ogg files for all sounds?

    also I tested the game on a different android, running the same version of android although non rooted. On this phone all the sounds played. Any ideas why?

    Also a strange thing occurred. one of the .ogg sounds set for the beginning of the frame did not play on one test but on another test it did play. This was on the same phone.
    any ideas why?

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    No drawbacks as far as I know running all ogg files. I never had any issue! Audacity is great, but is limited. I only use it for ogg when I need them. I'm a musician and have a semi pro Studio in my house and use Cakewalk Sonar 8.3 Producer and also Sonar X3 Producer, but for something like this, it's not necessary.

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    happygreenfrog's Avatar
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    Quote Originally Posted by Jinxtengu View Post
    Hi again, I’ve run into a small problem relating to wav sound effects. Some sound effects don't play when tested on an android phone (works fine on pc), even after being re-saved with audacity.
    The project rate that doesn’t work is 44100 hz, 32 bit float, mono track.
    What’s up with this? are there unsupported frequencies? if so what are they?
    The frequency is supported, the 32 bit float is not supported by almost every runtime (works in Windows but I have yet to see it working in anything else). Try exporting it as a 16-bit OGG file and see if that works (the float part is fine, it's just the 32-bit part that is a problem).

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