kimtaein1's Forum Posts

  • Ashley, i created this thread. Have you tried my original repro (post #1)?

    I can repro this consistently, meaning if i try it 100 times, it repros 100 times on my iphone 6.

    From your posting, it appears that you do not own iphone, only ipad.

    As you stated, the issue probably is in how iOS broke contract, but it is surprising that Construct team doesn't own a single iphone and therefore can't verify the simple repro steps.

    The cheapest paid license cost $100 and people generally look for better support (at least try the repro on the device where people say the issue is occuring) when they pay such money for a software.

    My repro does not involve playing sound in another app as stated in my repro steps (page 1)

    For now, i had to turn off sound entirely on my iOS game and it is really lame.

  • thanks, i missed that.

  • because when i load from save slot, the world looks just like it was from the saved point, how can i tell this?

    i want to show some text if it is loaded from save slot.

  • i am having the same problem. Following RenatoB's instruction helps but when i re-export my project, it changes additions.xml to what it was. anyway to fix it permanently?

  • created bug:

  • Problem Description

    relaunching game after it is killed makes sound distorted on iOS 9.2

    Attach a Capx

    http://1drv.ms/1Zs4pYu

    Description of Capx

    plays sound when the button (there is only one) is clicked and after that on another sound is played in loop

    Steps to Reproduce Bug

    • Step 1 export as cordova from the capx
    • Step 2 create html5 project in intel xdk (source=(empty), use cordova plugin = no (setting it to yes makes no difference), game project = no)
    • Step 3 build as ios app
    • Step 4 install on iphone (i use iphone 6 with ios 9.2)
    • Step 5 start the app and touch the button. you will hearing sound and another sound in loop
    • Step 6 kill the app (not suspend but kill)
    • Step 7 restart the app
    • Step 8 touch the button again

    Observed Result

    now the sound is distorted

    Expected Result

    plays sound as it is

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO) This only happens as app on iOS. Haven't been able to repro in Safari inside iphone.

    Operating System and Service Pack

    Win 10

    Construct 2 Version ID

    221

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  • Ashley did you have a chance to look at this?

  • My intelxdk.config.additions.xml looks like this:

    <intelxdk:plugin intelxdk:name="org.apache.cordova.inappbrowser" intelxdk:value="org.apache.cordova.inappbrowser" />

    <preference name="SplashScreen" value="none"/>

    <preference name="SplashScreenDelay" value="0" />

    <preference name="FadeSplashScreenDuration" value="0"/>

    but i still see cordova splash screen for some reason. This is for iOS. What am i doing wrong? I tried with and without splash plugin

  • here is my observation: after this problem happens in my app installed on iphone, the same game plays just fine in remote preview on the same device. Aren't they supposed to run on the same version?

    anyway here is repro:

    1. download http://1drv.ms/1Zs4pYu, open in c2 and export via cordova

    2. create intel xdk project

    start a new project / import your html5 code base / point to export folder / leave all as default: (source=(empty), use cordova plugin = no (setting it to yes makes no difference), game project = no).

    change ios app name and provide provision file and build

    3. install on iphone (i use iphone 6 with ios 9.2)

    4. start it and touch the button, you will start hearing sound

    5. after a few seconds, kill the app (not suspend but kill it)

    6. re-start the app

    7. touch the button again and now hear distorted sound

    8. restart iphone and start the app to hear correct sound again

    * adding https://github.com/SidneyS/cordova-plugin-nativeaudio as suggested on some other forum didn't help.

    I tested the repro step 3 times.

    I am curious if my xdk setting is wrong like am i supposed to say 'use ordova

  • Those threads refer to a different issue with iOS 9.0 that should already be resolved. I think there is a new issue with iOS 9.2. I am struggling to adequately investigate this though since I cannot reproduce it and there doesn't seem to be a good minimal example .capx that can reliably cause the issue every time. I would report the issue to Apple myself if I could narrow it down to that.

    thanks, i will spend some time to get a solid repro

  • I think this is a bug in iOS itself. I'm not sure there's anything we can do except hope Apple fix it in the next iOS update. I've not been able to easily reproduce this, but iOS 9.3 public beta is out - perhaps you could see if that's fixed it?

    Was there a different audio issue in ios 9.2 or is there only one issue because i see you in this thread, Ashley: http://www.html5gamedevs.com/topic/17326-ios-9-webaudio-issues/ and the related bug https://bugs.webkit.org/show_bug.cgi?id=149367 is marked as resolved.

    I also see that you mentioned this is worked around in this post https://www.scirra.com/forum/notice-ios-9-breaks-all-audio-playback_t161387 I don't think it matters but i am using r219 beta

    so i am guessing this is a different issue?

  • audio is distorted when played on ios and i posted a couple of threads without much success:

    viewtopic.php?f=147&t=165414

    viewtopic.php?f=147&t=165993

    Looking at http://www.html5gamedevs.com/topic/1947 ... gap-ios-9/ it appears that cordova native audio plugin maybe able to help me but i am not sure how i can do this in construct 2.

    I am using Audio object within construct 2 but not sure how it knows to use cordova plugin when i add it to intel xdk project list of plugins.

    thanks

  • nvm, i still have the problem when i switch app. see related topic

  • did you find solution to your problem?

  • i add 'preload completed' event and within action section, i add 'wait a second' and then after that play game start sound.

    It appears that in iphone, you have to wait until preload is completed and also give it some time otherwise the sound behaves odd