Blacksmith's Forum Posts

  • Thanks Ashley, that's great news

  • Hi everyone,

    We're making a game with lot's of audio in. But I seem to be having problems, which I think may be linked to memory limitations.

    Our game has lots of pages, and each page has it's own theme song (which equals a lot of audio data). I've tested on mobile (our target platform) and it seems that, once you've loaded a certain amount of audio data any tracks after that just won't load/play.

    So (as an example) I can load the first 10 pages and the audio works fine. But any pages loaded after that just don't play audio (even though they should).

    From my testing, it seems like once the memory becomes full (i.e. with the first 10 audio tracks) the game just can't load/play any more audio after that.

    I've looked for a way to unload audio from the memory, but unfortunately I couldn't find one. So I'm not sure if this can be achieved with the current C2 audio plugin. I'm not even sure if it's possible. But I think it could be a very useful add-on to the C2 audio plugin (particularly for bigger games).

    Ashley I don't know how difficult this would be to add, but would you consider including this option in the C2 audio plugin sometime soon? I'd even be willing to pay a third party to add the option, if you don't currently have the time.

    If anyone knows of any other way to achieve what I'm after, I'd really love to hear from you.

    Thanks for reading this

  • Makes loading large audio files really simple. No more delays, just instant audio.

    Thanks for this awesome plugin

  • Thank you for the help Ashley, it's really appreciated!

  • Problem Description

    If you open a C2 app in the Safari browser (on iPhone) then exit and switch to another app. Upon returning to the original C2 app, the scaling increases quite noticeably. So far, I have only tested this using an iPhone 6 (running iOS 9.2).

    I haven't had the opportunity to test with a C2 app exported for mobile yet. But I have seen several comments that suggest the same behaviour with apps that have been exported specifically for mobile (please see links to further examples below).

    1. RBuster : https://www.scirra.com/forum/viewtopic.php?f=146&t=169203&p=1018186&hilit=ios+9+audio#p1018186

    2. - FMFM : https://www.scirra.com/forum/ios-sound-problems-since-ios-9-2_t167412?&hilit=ios+9+audio&start=60

    Attach a Capx

    https://www.dropbox.com/s/2i0axmogciz07b2/iOSScalingTest.capx?dl=0

    Description of Capx

    A basic capx, displaying a handful of images.

    Steps to Reproduce Bug

    • Step 1: Export capx as HTML5 website.
    • Step 2: Upload and view through the Safari browser (using iPhone 6 - running iOS 9.2). Note: other iOS mobile devices may be affected, but I haven't had the opportunity to confirm this.
    • Step 3: Exit the C2 app, and open a different app.
    • Step 4: Finally, exit the second app and reopen the C2 app (Safari browser). Observed Result When returning to your C2 app you will notice the scale has increased, making viewing or using the app impossible. Expected Result Reopen the C2 app, so that it displays at a normal scale Affected Browsers
      • Safari: (YES)
      • Chrome: (Not tested)
      • FireFox: (Not tested)
      • Internet Explorer: (Not tested)

    Operating System and Service Pack

    iPhone 6 running iOS 9.2.1

    Construct 2 Version ID

    version 223

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  • Phew, we've finally finished our first seasonal game "Santas Rooftop Run" just in time for Xmas.

    It's a wonderfully funny game, full of all the joys of the holiday season... oh, and Santa shoots farts at all of the naughty boys and girls

    Check it out if you get a chance, it would be great to get some feedback.

    https://play.google.com/store/apps/details?id=com.blacksmithsoftware.santasrooftoprun&hl=en_GB

    Hope you all have a fantastic Xmas

    Thanks

  • This issue still persists, is there any news on a fix for it?

    Although a workaround has been posted above, it would be much better to get an official fix for the problem.

    Thanks

  • , jakejake, I'm also experiencing problems.

    Today's the first time I've uploaded to PhoneGap for a few days, and I keep getting the same error message as you. However, I don't use the InAppBrowser.java plugin (at least not as far as I'm aware).

    PhoneGap is perfectly suited to the app I'm currently working on. So I really hope the issue can be resolved soon.

  • Hi cranberrygame,

    I've been trying to use your power management plugin. But I keep getting an error message when I upload the app to PhoneGap Build (see below).

    Error message

    plugin unsupported: https://github.com/simplec-dev/powerman ... 3396d07022

    It seems to be connected to a line in the edittime.js file. Do you have any idea why it's not working, or how I could fix it. I'd be happy to pay for your time, if you can provide a fix.

    Thanks <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Thanks Ashley, I really appreciate the help.

  • Ashley, thank you for looking into this. And my apologies for missing the Chrome browser, I'm not sure how that slipped by. But I'm glad you were able to test the problem more easily, using Chrome.

    Would it be possible to post the formula you're using for this. Maybe I can add something that will take the changing playback rate into account. Possibly by keeping a record of how often changes are made and/or how much the rate changes by. I'm using an exponential decay rate formula. So perhaps I could factor this in somehow, then set up my own version of the formula, using events.

    When I initially came across the problem, I tried a work-around using the "Audio.PlaybackTime % Audio.Duration" formula. I think I was getting close to a solution by deducting the percentage change (of the playback rate) from the PlaybackTime. It wasn't quite right, but if I can keep a record of the amount it has changed by, I can possibly use that information within the formula.

    Any help you can offer would be most welcome.

    Thanks

  • Ashley, thanks for your reply.

    I'm sure we used to be able to increase the dB level past 0 in C2. Here's a quote from the Audio section, in the Manual. You'll note that it does mention increasing the dB level above 0. This may be for information purposes only, but it does give the impression that it is possible.

    [quote:bl3565we]Set volume

    Change the volume of a sound. The volume is given in decibels (dB). A volume of 0 dB is original volume, above 0 dB amplifies the sound, and below 0 dB attenuates the sound. For example, entering a value of -10 plays the audio back 10 dB quieter (about half as loud).

    **Also please note, that I only increased the dB level by such a large amount, to make it absolutely obvious this was not working. I wouldn't make such large increases in my project normally!

  • Problem Description

    The Audio object does not register an increase in volume, when I set a sound file's dB level above 0. This prevents me from increasing the volume of my sound files above their original level. I have tried setting dB levels, both in the initial Audio "Play" action, and in the Audio "Set ("tag") volume" action. Minus values still work, but plus values are not registered above 0.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/78057629/VolumeAdjustment.capx

    Description of Capx

    This capx plays a simple countdown audio track (e.g. 10... 9... 8... etc), in the "On start of layout" event. It has three buttons, which are all labelled. The first will reduce the audio tracks dB level to -20, the second will reset the dB level to 0, and the third will set it to +50.

    Steps to Reproduce Bug

    • To test the Audio "Play" action: (1) Enable one of the Audio "Play" actions (in the "On start of layout" event) and disable the other two. (2) Try step 1 for all three versions and you'll notice that dB settings above 0 do not sound any louder.
    • To test the Audio "Set ("tag") volume" action: (1) Enable the Audio "Play" action with it's dB level set to 0 (in the "On start of layout" event) and disable the other 2 options (note: this is currently set as the default option). (2) Run the layout and press the "Lower volume" / "Reset volume" / "Raise volume" buttons. Once again you will notice that dB settings above 0 do not register as being any louder.

    Observed Result

    Setting an audio files dB level above 0 has no affect on the volume of the audio track.

    Expected Result

    When increasing the audio files dB level above 0, I had expected the volume to increase.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 8.1 & 10

    Construct 2 Version ID

    version 212.2

  • Has anyone from the Scirra team had an opportunity to test this issue yet?

    Thanks

  • Sorry to hear that cranberrygame, your plugins are really useful.

    Good luck with whatever you do, and thanks for all of your hard work