part12studios's Forum Posts

  • oh and then of course now that i go back to touchtest7 on iPad mini to try again.. it doesn't work now.. and now part12studios.com/temp/touchtest6 works! wtf? this is insane.. I don't get how this could be so inconsistent and difficult to troubleshoot.

  • ok so I took your project and posted it.. part12studios.com/temp/touchtest7 so weird.. the cancel sound you used plays, by my iPad2 does not play the scene1a.wav

    I looked at the source file and it's clearly a 44,100hz 16 mono audio file so I don't see there being anything wrong with it that would cause it to not play. when i import I always select 128kbs.

    now looking at the source click file, its a 48,000 16bit stereo so there is some inconsistency there, but not something that would explain the voice audio.

    oh and get this.. so i also own an iPad Mini.. and guess what, the audio does work on touchtest7.. now it doesn't play audio on bloop still, but at least on a really basic level there is clearly some differences in hardware. they are both running iOS7

    As for the click sound 24kbs, where are you seeing that? Maybe I'm overlooking something else in terms of audio format.

  • Ok this is all so crazy.. so on the one hand i see a simple oversight with the touch tests.. i wasn't triggering the play sound with touch, but i was with mouse click..

    fixing that, it works for that test.. but the actual project was wired up correctly. I can't figure out what my actual project is doing different! it plays audio fine on pc.. i could understand if may some sounds wouldn't fire off.. but none?   

    then to top it off.. i go to test another touch test with an audio file that imports without any errors.. its something that should play in my project automatically.. not something that is triggered by anything except on start of layout and to wait a few seconds

    part12studios.com/temp/Bloop20 this is the project and as you can see audio is fine.. warning on ipad i don't have touch controls in place so it won't interact.. but you should still hear the music and the voices even on the ipad version without anything special..

    so i made another test here is the capx

    dropbox.com/s/rmyc03gwuds5sxm/touch%20test%206.capx

    part12studios.com/temp/touchtest6 (my website works consistent with Dropbox)

    see how "click" plays? but scene1a doesn't?   is there a file size limit or something? I just don't get it. I think it is ultimately something to do with the

    part12studios.com/temp/Bloop25 this one is the same but i replaced the two non-playing voices with SFX1 from your suggested free asset folder.. and yet they still nothing will play.. so its really strange..

    Also thanks so much for your help with this. This is my first serious project with C2 and it's been overall a great experience, but not to be so far and to have audio hamstring my project is unfortunate! I know there is a solution though.

    On a side note i recently bought a sinclair 1000 (with ram module) off of ebay.. it was my first computer way back when...

  • also sorry, here is the capx dropbox.com/s/mwm4fycqq58cfoq/touch%20test%202.capx

  • yes i definitely hear the sound on my ipad

  • so yea i still hear no sound here either, do you hear anything? what do you mean sound on the link? what else can i do? sound works fine on a pc.

  • ok ok.. yes public folder is something i hadn't used before.. one of those folders i deleted once upon a time because i had no need for it (then)

    dl.dropboxusercontent.com/u/6999242/touchtest2/index.html

  • and just to be thorough here is the shared folder that would include the index file dropbox.com/sh/gmrxy4p605giwsw/dNEMC4vmlD

  • ok i feel like a big noob here, but when i click this link dropbox.com/s/qjrfuzucs6o1oo5/index.html it wants me to download it, not open the page. Is there some trick to getting the dropbox folder to just act like a web folder?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • i am not using any preload commands either.. just straight audio calls.. maybe that's an issue?

  • ok so i import the files. the were wav format and this is what they look like in my project.. this is a test project that is also not producing audio so i know this is as bare bones as it gets..

    dropbox.com/s/4ouoxk28g9ys57k/sound%20files.PNG

    part12studios.com/temp/touchtest2

  • yea totally. i have some common back / forward buttons throughout the project i'm working on.. would be great to have them more modular.. well i have a new project i'm starting soon.. I'll have to apply this to that one!

  • oooooooooo ok i see now.. that's great. i've seen that before but didn't investigate further. very cool!

  • Hi there,

    I have made this project I am now porting over to iOS. Ideally I want to use Cocoon JS, but that's not going well. So I backed up to rule out any other problems before I get deep into Cocoon trouble shooting.

    I figured I would like to at least address the biggest immediate problem which is that I have no sound in any version I try on my iPad.

    I tested in Safari, Chrome and the CocoonJS app.

    Any ideas to what I could be doing wrong? I'm using r159 I know there is a newer version i just haven't upgraded yet.

  • Ok so you just said something interesting there.. a extra event sheet. Is there some way to have an event sheet be "global"

    as it is for me so far, I've had each scene be self contained holding all of the game rules for that scene.

    i'm very interested to understand how i might be able to apply a few rules to all scenes.