Audio not playing on device.
by rennie moffat · in iTorque 2D · 08/08/2010 (8:03 pm) · 12 replies
Hi there,
I have a question I have audio, my main loop playing, in the editor. When I run it on the iDevice, I have nothing. I am wondering if there is a trick, a setting I need to switch in XCode.
I have a question I have audio, my main loop playing, in the editor. When I run it on the iDevice, I have nothing. I am wondering if there is a trick, a setting I need to switch in XCode.
About the author
My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.
#2
I simply call thru the audio profile and description behaviors. What is this iPhonexxx? looking up.
08/08/2010 (8:28 pm)
Hmmm. I have a .wav file. I simply call thru the audio profile and description behaviors. What is this iPhonexxx? looking up.
#3
08/08/2010 (8:37 pm)
I looked thru the audio folder in XCode project but I do not want to touch any of that.
#4
08/08/2010 (10:06 pm)
Rennie, nothing special for audio on the iDevice if it is wav - just make sure it is one of the bit rates supported by the iDevice.
#5
08/09/2010 (12:10 am)
hmm ok. So in theory, if it (audio) runs in iTGB as it should, then it should run on the iDevice the same? Sorry for asking but what are the supported bit rates? I did change mine down from 24bit/44100Khz to 16bit/24000Khz. It saved me quite a bit of memory and actually sounds better, warmer. Anyhow, is 16bit/24000KHz wav supported? I can do mp3, but I thought it was only wav or some other format I have never really heard of.
#6
BTW, you wrote 24000kHz, but I think you mean 24000Hz, right?
08/09/2010 (12:52 am)
Rennie, yes I think if it runs correctly on the desktop it should also work on the device. All of my audio files are WAV, and most of them are 16-bits. I haven't used a sampling rate of 24k though. The sampling rates that I've been using so far are: 8000Hz, 11025Hz, 16000Hz, and 22050Hz. I'm using Audacity to edit my audio files and the version I have doesn't support 24000Hz. Perhaps that is your problem? Not sure though, but you could try using 22050Hz and see if that makes any difference.BTW, you wrote 24000kHz, but I think you mean 24000Hz, right?
#8
08/09/2010 (1:00 am)
Also, you could try the iPhone simulator. If it runs ok in the simulator, that would indicate a problem with your actual device.
#10
A lot will run there that will never run on the idevice, especially when it comes to media support
The first platform where you can check any kind of basic "its working" is the iPhone / iPad simulator actually.
If it works there it has a solid chance to work on the device.
08/09/2010 (6:10 am)
As for "when it runs correctly on the desktop": I fear that couldn't be of any less use.A lot will run there that will never run on the idevice, especially when it comes to media support
The first platform where you can check any kind of basic "its working" is the iPhone / iPad simulator actually.
If it works there it has a solid chance to work on the device.
#11
Perhaps my experience is mediocre compared to yours, but I've never had anything that had failed to work on the device after it has worked correctly on the desktop version of iTGB. If that weren't the case, then what you are suggesting is that the Garage Games development toolchain is basically useless. I'm sure the GG games would beg to differ on that ;). But, I use the Windows version, which, after much experimentation, I have decided is the most reliable platform. The Mac version is buggy, so perhaps you are using that one.
I do all of my development on the desktop first (in Windows even), and the only single problem I have experienced was to do with onMouseDragged, which I found in the first few days. Since then, I have had no other problems. Have you ever developed a complete application in iTorque? You know a lot a about certain things, but a lot of what you say does not make sense to me. I don't think you've ever developed a complete game in Torque, otherwise you would be more practical in your answers.
Why don't you try to post helpful comments in future. Negative ones do not achieve anything useful in my opinion.
08/09/2010 (9:42 am)
Marc,Perhaps my experience is mediocre compared to yours, but I've never had anything that had failed to work on the device after it has worked correctly on the desktop version of iTGB. If that weren't the case, then what you are suggesting is that the Garage Games development toolchain is basically useless. I'm sure the GG games would beg to differ on that ;). But, I use the Windows version, which, after much experimentation, I have decided is the most reliable platform. The Mac version is buggy, so perhaps you are using that one.
I do all of my development on the desktop first (in Windows even), and the only single problem I have experienced was to do with onMouseDragged, which I found in the first few days. Since then, I have had no other problems. Have you ever developed a complete application in iTorque? You know a lot a about certain things, but a lot of what you say does not make sense to me. I don't think you've ever developed a complete game in Torque, otherwise you would be more practical in your answers.
Why don't you try to post helpful comments in future. Negative ones do not achieve anything useful in my opinion.
#12
08/09/2010 (12:25 pm)
Ok guys, all is well, I never perceived any comments as negative. But thank you for caring about it. I currently will be getting to this later in the day. Thanks for your help thus far, if you have any suggestions, please feel free to give them. Also, it currently does not run on the simulator.
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
normal wav audioblock?
compressed must be mp3 and played through the iPhonexxx audio commands from script