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Thread: Help please, the sound does not work when I export apk to Android

  1. #51
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    Fernando's Avatar
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    I don't know what to answer, in all my devices works plus others than use the runtime, adding the ones above that tested the modifications, I don't know what is going on at your side with your devices in others devices unless you can provide with full logs, please don't send me error from fusion a need are the logs from the devices as was provided by DaveC, those were really helpful to point and see where could be the problem to Samsung s6 and s5, which seems to be solved.

    so please try to provide with a full log, which include the word runtime in all application lifecycle.

    in parallel I am waiting for others to test and report if they have problem.
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  2. #52
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Hi
    I am experiencing some of the issues describes in this thread on my 'Samsung Galaxy Alpha' running the latest Software ( unless new software has been releases very recently ).

    Main issues experienced:
    - Some specific Samples dont play at all, while other specific Sample play consistently
    - Some basic samples ( Like Main Music and button click sounds ) play only once, and never again ( unsure if this behaviour resets when restarting/ changing Frames )
    - All Samples should have been converted to .ogg files, but were not nessesarily .ogg files to beginn with

    Im wanting to resolve this issue and am willing to help test and provide logs if needed.

    What can i do to assist to this end?

    ( I have a Samsung Galaxy Alpha, Samsung Galaxy S2 Pluss, and may or may not have other Samsung Phones available )

  3. #53
    Clicker

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  4. #54
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    The issue of Main Music not playing more than once is solved, problem was i had forgot to 'unlock' channels that were 'locked' before playing samples on those channels ( which strangely enough didnt affect the standard runtime )

    The issues im left with are:
    - An, apparently, 'set channel volume' lag on the 'Samsung Galaxy Alpha' Device specifically
    - Some audio, seemingly, randomly not playing on the 'Samsung Galaxy Alpha' Device specifically
    - Audio samples set to loop dont loop correctly. Im unsure what is actually happening, but it appears looping sample only play once or not at all.

    ...
    "this beta is for non Steam users. "
    Cranky
    Does the beta adress audio issues of this nature? ( i couldnt see it being adressed in the tread )
    Where can i view the fulllist of issues adressed/ changes made in the beta?

    ...
    1.- avoid to play sound at start of frame (this will give time to fully load sounds, if you are using preload)
    No music is playing at Start Of Frame, but through 'Run This Event Once' and 'Compair To Global Value' Conditions.
    Further the issue of Main Music not playing more than once, was that i had forgot to 'unlock' channels that were 'locked'

    2.- organize your sounds in channels, a better and clean way to use sounds.
    Am using too many different samples to be able to deligate a channel to each one.
    Is there a problem with audio queuing in Android builds?

    3.- define in your sounds which one can be play from disk, once play, several plays?, actually welcome sounds are high candidate to be "play from disk"
    Im not sure how to do this.
    Is the point to export some audio to the Device itself and play it from the Device?

    4.- try not to use name with space or special chars, (even if fusion translate the name for sounds and use them accordingly) is better to have name with non special chars or space.
    Ill skip this for now ( there are alot of Samples ).

    5.- keep sound with low bitrate, please dont ask the devices to play a bitrate of 256 or above, this is no Opera is a game and mostly device will not be capable to do it, and you will get the risk to drop some sound during play.
    All samples are way below the 256 bitrate mark ( checked using VLC player pressing CTRL+J ).
    Some are abit higher but still way below the 256 bitrate mark.
    Some of the samples that are abit higher include the different Main Music Samples, whihc all work consistently.
    Should i assume, based on the abve, that the bitrate is not the issue here?

    6.- be sure that your sounds does not have any DRM or watermark in it.
    Ill skip this for now ( am confident this is not the case ).

    7.- You can go down to some pretty low bit rates (under 80kbps) and maintain acceptable quality for mono music and speech.
    All samples are way below the 256 bitrate mark ( checked using VLC player pressing CTRL+J ).

    8.- test your games before post, trying to put your hand as many device you can, each manufacturer have made changes in the way they play sounds, sounds was a weak point since android start.
    Am experiencing same issues on Samsung Galaxy Alpha, and Samsung Galaxy S2 Pluss.

    SG Alpha seems to experience the issues, while SG S2 Pluss seem to play all audio fine.

    9.- remember if is a graphic 50% is runtime and 50% is OS (available memory, size limits, etc.) but for sounds 10% is runtime, 90% is OS (decoder, DRM, player, almost everything is done by OS, etc.).
    See below v

    Anything more specific on this?

    ...

    ISSUE#1
    I have identified a lag on the SG Alpha Device.

    I have a 'Mute Audio Button' ( Active object ):
    Clicking the Button:
    - Toggles Flag0
    - Button sets Animation based on Flag0
    - Sets GlobValSound_ to Flag0 * 100
    - Plays Audio "Click"
    - Sets Audio Channels 2 - 32 Volume to GlobValSound_ ( Channels 1 and 2 are locked )

    Now if i press the button slowly, the "Click" audio plays when audio is on
    If i press the button fast ( toggeling it on and off fast ), the "Click" audio does not play ( leading me to believe there is a significant lag when setting the Audio Channel Volumes )
    This only happens on the SG Alpha device.
    The SG S2 Pluss Device does not experience this, and it appears this Device does not allow for such rappid 'clicking' on the button as the SG Alpha Device.

    ISSUE#2
    On the SG Alpha Device, some audio seems to not wanting to play some times. I wont say its random, but it doest have a clear pattern i can identify as of yet.

    - Specific samples do not want to play sometimes, while others will
    - The issue seems to correct itself after i restart the Frame a random number of times
    ( Only happens on the SG Alpha Device )

    ISSUE#3
    Audio samples set to loop dont loop correctly. Im unsure what is actually happening, but it appears looping sample only play once or not at all.
    ( issue is only with the SG Alpha )

    ...
    So both the devices are Samsung Devices, but are of different generations having different OS.
    So im not sure if the issue could be with the specific Device, or the OS.
    Ill have to check this out.

    If someone has experiences similar issues, with Looping Samples or Samples not playing, please let me know what the solution was if you can.

  5. #55
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    Fernando has done a lot of work on Samsung sound.. when CT release the build for Steam it will most likely solve your problems.

  6. #56
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    Sounds good
    Thanks all!

  7. #57
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    I would like to ask kemo did he find the solution for his problem , because i am facing the same one.

  8. #58
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    Found a way to get the release version of android exporter to play sounds! On the android settings in your app there is a little section that says Force play from disk on sounds larger than (in seconds)
    I set that to zero and it's playing all sounds without a hitch! The only issue you may run into is a bit of slowdown if you have lots of sounds playing back to back, like if you pick up a bunch of coins or something. You can just set the sound to 1 instead of zero and it will make sure it plays all the longer sounds, but give you some wiggle room on the short ones.

    Anyway, I hope this helps everyone.

  9. #59
    Clickteam Clickteam
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    for all that are mention me that they have slow down in their devices, can they be kind a make a test, (mostly for Samsung) delete all play action for any sound you may have and let me know if this change your fps.
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  10. #60
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    Hi Fernando!

    I actually have some input on slowdown directly related to 'Audio Samples'.
    I dont know how relevant this is, but ill explain anyway in hope that it is.
    It may in any case be of use to someone.

    The slowdown is not only related to Samsung Devices alone, and is confirmed on:
    - Samsung Galaxy S2 Pluss
    - Samsung Galaxy Alpha
    - HTC Virgin Hero ( i think? Some HTC phone at least )

    ...
    SCENARIO
    - I have a Bomb that splitts into multiple Bullets
    - The Bullets hit the ground at 'about' the same time ( about 5 Bullets totall ), and play an 'IMPACT' audio sample on Channel 30 when they do

    RESULTS
    - On the Windows runtime there are no issues or slowdowns to be noted
    - On the Android runtime there is a significant slowdown, to the point where the Application pauses noticably and then resumes

    SOLUTION
    - Instead of playing/ loading a new Sample each time a Bullet hits, i only play the Sample if its not playing and re-set its 'audio possition' on all consecutive hits instead of playing/ loading it again each time
    ^ The slowdown and pause disappear completly

    PERCIEVED ROOT ISSUE
    - Its obvious to me at least that playing/ loading a Sample in the Android runtime takes significantly more time than on say the Windows runtime, and that this is the core of the issue
    - As has been stated, maybe its the OS that handles this playing/ loading of Samples and that the way he OS handles this is contributing to lag/ slowdown

    Hope this is usefull information

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