Xantomen's Forum Posts

  • 8 posts
  • Ashley, it might interest you that I have tested in a friend's new model Android phone Galaxy Nexus 4 with Google Chrome for Mobile and the "Set Volume" event also didn't work (when hosting the project on Dropbox at the very least).

  • Okey Ashley, thanks for the replies.

    I am a bit concerned and deflated though now that I know that I can only target people with top-notch phones and I can't test on my own device (unless I go the appMobi and CocoonJS way, which I see as a different product, as it implies markets and installations). Guess nothing to do about it, except clarifying maybe in the manual which explorers and systems are minimum requirements in Phones for the Sound events to work.

    This clarification could be a perfect addition to the end of the page: scirra.com/manual/6/system-requirements%C2%A0%C2%A0%C2%A0, for example.

    <font color=green>Please keep making the awesome updates, I still see the greatness on this platform, and you are doing a magnificient job! :)</font>

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  • It's a friends iPod, which is an iPod Touch mc086bt, which apparently can only go to version 4.2.1.

    So, the sound only works from version 6 on?

  • Oh, forgot to say, I tried with a lot of different examples, mostly Construct2 Demos, and the same thing happens.

    I'm worried about how much I'll be able to get out of the platform now that I know I cannot export HTML5 to the phone scene if I want to have at least one sound in my game running. Can always get the games working on Desktop and throught CocoonJS, but that makes Construct so much less attractive. (And I really love the platform, I am an evangelist of it in Game Jams).

    Hope we find a way throught the issue here, as I can't realistically go asking for solutions to this to everyone potentially involved until now (Dropbox, Opera, Safari, Android...). Thank you!

  • I started exploring what was simply an inconvenient for me and turned out to flesh out an entire amalgam of potentially very important bugs or at least persistent problems for, I guess, a lot of people.

    I have tried on different devices and in different stages of the same Construct Project, and I've found problems and inconsistencies in:

    -Listening to sound at all in mobile devices.

    -Working funcionality of "Set Master Volume" and "Set Volume" for mobile devices.

    -Reproducing sounds in a project hosted in Dropbox.

    I understand that those issues can be caused by the different explorers, servers, or server-like solutions (like Dropbox), but as they are an indispensable part for the projects on Construct2 to be useful at all after Exporting, and as they are solutions which by the Manual shouldn't be giving any problems, I think it is important to note.

    I'm going to try to be as broad as possible in the tests below:

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/5629788/Construct2%20Exports/TestProjects/ToggleVolumeControlTest.capx

    When you press Toggle Music for the first time, it should play a looping Music.

    When you press Toggle Sound for the first time, it should play a looping Sound (which is an Ambient Music also).

    Each subsequent time you press Sound, it should get the Master Volume notably down, while if pressed Music, it should go up.

    Steps to reproduce:

    Different steps to get to different errors, but my methodology is as follows:

    1. Preview the project in different devices and observe the differences.

    2. Export the project as HTML5 Project.

    3. Host the project in different solutions (as it is possible that some usual errors other people have, like MIME types, aren't as good treated in Dropbox as it is believed).

    4. Test the project in different devices and explorers.

    Observed result:

    Step 1:

    LAN Previewing in Desktop:

    Google Chrome -> Music Plays on command, everything works perfectly.

    LAN Previewing in Mobile:

    Android Samsung Galaxy S Plus default internet browser -> Music plays on command, but Master Volume doesn't change.

    Android phone Opera Mobile -> Music plays on command, but Master Volume doesn't change.

    Android phone Maxthon Mobile -> Doesn't count, for other reason cannot even go to the Preview.

    iPod Safari -> Music plays on command. Only one of the musics can be played at a time, they don't loop and Master Volume doesn't change.

    Steps 3 and 4:

    Hosted in Dropbox:

    dl.dropboxusercontent.com/u/5629788/Construct2%20Exports/TestProjects/Test/index.html

    Test on Desktop, Chrome: Perfect.

    Tests on Mobile:

    Android default browser: Game Shows in screen, but No Sound at all.

    Android Opera Mobile: Game Shows in screen, but No Sound at all.

    Android Maxthon: Game Shows in screen, but No Sound at all.

    iPod Safari: Game Shows in screen, but No Sound at all.

    Hosted in alternative server: xantomen.5gbfree.com/Construct%20Tests

    Test on Desktop, Chrome: Perfect.

    Tests on Mobile:

    Android default browser: Game Shows in screen, but No Sound at all.

    Android Opera Mobile: Game Shows in screen, and Music Plays! But   

                            automatically and a lot of times, not respecting

                            the code at all, just reproduces Sounds a lot of

                            times.

    Android Maxthon: Game Shows in screen, but No Sound at all.

    iPod Safari: Game Shows in screen, but No Sound at all.

    Hosted in Construct Arcade:

    Grey Screen in every device.

    Expected result:

    Everything working as described before.

    Construct 2 version:

    Versions beta 127 and stable 126.

  • Okay Ashley, thank you, and I'll go the Opera Support way when I have more info, but does it work for you in your phone explorer (whichever that is)?

    There is no example of Set Volume for already playing sounds that I am aware of in the official samples, and no specific declaration in the Manual that the feature works in phone explorers, so I cannot assume safely that it works at all in phone explorers if not asking.

    I am more than happy with a "this works in my explorer, which is Chrome for Mobile" response, because that way I can post it knowing that at least part of the players will be able to hear it.

    So please, someone open my .capx, Preview on mobile and tell me if the sounds are toggling "Off" and "On" or not.

    Thank you very much!

  • Hi everyone!

    I have been using Construct2 for a while and it has rapidly turn into my favourite tool for anything game related. I've a Personal License and it has proven very useful in a few Game Jams so far.

    Devs, you are doing a fantastic job in taking this tool forward, congratulations.

    I have searched my doubt in the Manual and in the Forums, with no results. I apologize in advance if I didn't search effectively enough.

    Now, I'm making a game for the Construct 2 Newgrounds Jam and I stepped upon a problem, that goes like this:

    My game is based upon real time volume control, and while I can modify the volume (either master or one by one) of the sounds imported in the category Sounds in the Preview on Chrome Desktop, or a final wrap in CocoonsJS, it doesn't really work on Opera in the phone.

    My Android device doesn't really give me any other alternative explorer (doesn't support Chrome and Firefox gives me problems by default), and I cannot go with CocoonsJS and call it a day because that doesn't fit the requirements of the contest.

    My question is simple: Does it work for anyone "Set Volume" on the phone? (More concretely, on Opera Mobile). I don't know if that is just like that or my device is the problematic one, and will be very helpful to clear that up. Basically, if I start a long sound and keep it playing at 15 dB, it wouldn't make any change in the volume if later I change it to 30 or -90 dB, I just hear it the same. In Desktop works perfectly.

    As a test, I created this capx. When you press Toggle Music, it should change the Music to a very low volume or to a normal one. Toggle Sound is the same but with a long sound in that Category.

    Test on Volume Control

    Please tell me the results in your Mobile Browsers, (including if the results are in the Preview for Phone feature or after actually exporting, as in my case actually the Sound don't play at all in the Phone after exporting, but do in Preview) thank you very much!.

  • After days of experimenting, countless exporting, this is my conclusion of how construct2 audio commands works(or dont works) in CocoonJ.

    This is it:

    audio silence-prevent music from starting, but does not stop them if they are already in played. (means you are never going to stop your looping music, but works well on sfx)

    mute- does not work at all. Music still continues plays, and will keep on starting to play. (Works well in preview, exported to cocoonj = fail)

    However...

    unmute will and can cancel out the audio silence of the tagged audio.

    eg:

    set audio tag "BGM": always unmute

    set audio silence.

    result= BGM ignores audio silence

    The bgm that is playing will continues to play, but new bgm wont start.

    Other sounds wont start. but playing sound will continue to play.

    Hope someone check if my findings were correct. and if it is so, please do fix/update it. =)

    ludei Ashley

    Found the same issues without reading this post, in an identical case (Sounds/Music in Construct Preview Work as expected, Sounds/Music in CocoonJS Launcher don't). Now I read your findings and are exactly the same, which means that it is still a problem.

  • 8 posts