Savvy001's Forum Posts

  • I checked the iphone's appstore today and they still have the same CocoonJS version updated on 7-8-2012, so that would not be it.

    But its good to know that an update is on the way!

  • Hmm!

    I made a test capx just to find out that it does work...

    Well, i dont know what strangeness i was encountering before but its ok now.

    So apparently no bugs here, and that should be good news!

    Thanx for the help!

  • Hi!

    Im working on my game for ios and stumbled uppon a little problem.

    When i arange the volume in construct 2 per sound, as in.

    A:play "gunshot"

    B:set volume "gunshot" to -10

    Cocoonjs plays the audio but doesnt alter the volume.

    I searched their website and in the Ludei Cocoon audio section

    they do seem to support volume.

    (I also searched the scirra forum on this and found nothing)

    Today i recieved a e-mail form Ludei.

    Quoting:

    About volume, CocoonJS supports the volume property of the audio object. I do not know how Construct2 handles audio volume changes. You should check the source code that generates to be sure.

    So... because that is really out of my league i reported this as a bug.

    Is it a know bug?

    If not, i wil make a smaller test capx to present to u.

    Kind regards.

    Savvy

  • Thanx allot!

    And no problem at all.

  • Hey Pode.

    Any chance u could zip the contains of the Demo-capx with the .JS files and the soundfile?

    Thanx!

  • Pode

    No problem u need the time u need.

    Il be glad to see it comming when u are ready to.

  • Hey Pode

    I cant get it to work.

    I tried it in my own capx.

    When i try to set it myself through the use of your example capx and step guide, i am unsuccesfull because of my lack of knowledge.

    And i have allready spend lots of hours hours trying everything.

    My question.

    I could upload my full game capx so u could take a look but, i think the shortest way for u is to zip the contains of the Demo-capx with the .JS files and the soundfile.

    Then i can upload that to my server/test run it, and replicate exactly what u did and learn from it.

    That way i am starting with something that allready works.

    At this point (in my capx) im troubleshooting in the dark.

    It would be really great!

    <img src="smileys/smiley20.gif" border="0" align="middle" />

  • I had the bork encounter early this morning!

    Oh well, i rather choose that then encountering the borg.

    <img src="smileys/smiley2.gif" border="0" align="middle" />

    Just read on the forum it was a 1 april joke.

    Nice one!

  • That solved it!

    I made a 15 sec synthesizer sound resembling a car engine on a constant pitch.

    I set that to start looping on start of layout.

    Re-set all the playrate settings in the capx and now it runs fine.

    Still only chrome but thats no problem.

    Thanx for the help on this! <img src="smileys/smiley32.gif" border="0" align="middle" />

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  • <img src="smileys/smiley20.gif" border="0" align="middle" /> Insane <img src="smileys/smiley1.gif" border="0" align="middle" />

    Thats all a part of trying to accomplish something on your own without the knowledge how to do it.

    And as the other web pages say on the internet: Chrome has problems with short audio files repeating fast.

    I have tested the same thing with every (1.0) (0.5) (0.3) (0.1) and below (0.00) seconds playback with long and short audio files.

    All have the same issue.

    Not just this insane 0.0001 setup.

    So thank u on this insight of having only 1 looping sample at start of layout.

    I will try to get a good result with it.

    Now i have learned more about the audio engine of chrome.

    I can start over again and try to get it right.

    And im happy that after all its not a C2 bug!

  • I dont know if this has anything to do with chromes audio engine but wow, these effects bellow on this page are master to have in games.

    chromium.googlecode.com/svn/trunk/samples/audio/index.html

  • Ashley & Kyatric

    I found this amazing site with allot of simple info to where the issue is at in different browsers.

    It explains the chrome issue i am having in detail.

    http://www.phoboslab.org/log/2011/03/the-state-of-html5-audio

    Thought it might help C2 also.

  • I have uploaded a new simple Capx (No plugins, No extra events)

    And its for chrome.

    At first it maybe sounding allright but when u keep "using" the sound the blips and pops come up.

    (R) To accelerate

    (Space) To brake

    (Left & Right) Steering.

    Hope u can give me more insight.

  • Thanx for the explanation Ashley.

    I will make a very simple example.

    As for the playback rate.

    It does change pitch perfectly in chrome.

    Its like a time stretch without preserving the original pitch.

    So its perfect for simulating any kind of machine engine.

    My question was pointed to why there was no pitch option appart from the playback rate.

    But u have answered on both accounts.

  • Thanx for the insight on that!