shortwave's Recent Forum Activity

  • Is there any way I can make the app still remain un-muted while the iPhone has the mute switch on? Or is this just a limitation of running through a browser?

  • I have been getting exactly the same problem since iOS 8 on my iPhone and both test iPads (3 and Air 2). I'm trying to figure out a reliable way of reproducing it but it is quite random. If I spend a full day working on an app I will probably have to restart my iPad once or twice to fix it.

    Ashley I found a discussion on stack overflow which might be of help. The last post seems to be a fix for the problem, definitely looks like it is related to a sample rate mis-match.

    stackoverflow.com /questions/17892345/ webkit-audio-distorts-on-ios-6-iphone-5-first-time-after-power-cycling /34501159#34501159

    This is also interesting stackoverflow.com /questions/29901577 /distorted-audio-in-ios-7-1- with-webaudio-api

    Had to put spaces in the links because it wouldn't let me post them otherwise.

  • I'm also still having problems with this issue, it is hugely frustrating as the apps I make are music based, and the audio is the main feature.

    I have found that the most reliable way to reproduce the issue is to watch a video on the device before switching back to the app. This is consistent with it being a sample rate issue. Most audio for video / tv tends to be recorded at a 48 / 96kHz sample rate to match the 24 fps of film without aliasing. Music is almost always recorded at 44.1 / 88.2kHz. I am wondering if the switch between sample rates is not happening correctly and the construct app is trying to play a 44.1Khz file at 48kHz or something like that?

    If I am using a mic preamp with a digital output like adat / spdif and not syncing with word clock, I can produce very similar distortion by setting my preamp to 44.1kHz and my audio interface to 48kHz. Ashley perhaps there could be a piece of code in the html audio api that resets the sample rate to 44.1kHz when the app is opened?

    By the way sorry I couldn't reply to your message, I don't have enough points on my account to send private messages..

  • I'm also having exactly the same problem with the sound becoming distorted. Can't seem to find any way to fix it...

  • It sounds great on the browser, but when I export with Cordova nothing happens. All the other audio effects work fine but for some reason the distortion doesn't.

    Does anyone have any experience with audio effects on iOS? I've tried setting it differently to see if it is just interpreting it slightly differently, but no luck so far. Seems strange that all the other effects work ok though.

  • First of all I'll just say I am a huge fan of Construct. I've published games to the app store using most of the well know engines, and Construct is definitely the best one I've tried so far. Really easy to use and also very powerful at the same time.

    I've been working on a very audio heavy musical app, for a few months now (for iOS), and I've experienced lots of very serious problems with the audio that I just can't seem to fix... I realise this probably isn't a problem with Construct, and more likely something to do with the HTML5 audio engine, but at this point I'm willing to try almost anything to get it working! I have tried using XDK, Phonegap Build, Cordova CLI and Cocoon JS to build the app, so at this point there really is no other option, I'm looking into moving the project over to another program, but I really really don't want to.

    First off all, sometimes when I close the app and then reopen it there is no audio at all, this can only be fixed by shutting the app down from the task manager, or sometimes requires a reboot of the iPhone / iPad. I think it's something to do with the app not re-capturing the audio device, as the hardware volume controls will only control the ringer when this happens. I'd imagine that this also happens with all games made for iOS?

    Secondly, sometimes when I open the app, the sound is there, but very distorted, this also requires the same steps to fix.

    The third, and most serious problem for me, is that the audio engine seems to get worse the longer the app is running. If have a piano keyboard on the screen for example, I can run up and down the keys playing all the notes for about 10-20 seconds, then the audio gradually starts to pop and click more and more, until eventually there is nothing but pops and clicks. If I wait until all the notes stop playing, and then play a single key, the sound is still distorted and horrible. It's almost like the audio engine crashes or something? This also requires the to be shut down and reopened. Could the audio not be unloading itself from the memory properly? They are all very short samples, and do not cause any problems when they are playing together at first. It really seems like it is dependent on how long the app is open.

    I can reproduce this with a simple project with one audio file and one button, if you hold the button down to play a sample repeatedly, it will eventually degrade into pops and clicks.

    Ashley I know this is probably an HTML related problem but if there's anything you could suggest I'd be really grateful, as I know you are an expert on the audio side of things. I've used the analyser effect to make sure I'm not clipping anywhere along the chain.

    Thanks!

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  • I think this sounds like a great idea!

  • I have this problem on all apps I make for iOS too. It's such a huge problem, I can't believe it's not more well known...

  • I did think about that, but I thought that bug was something which was affecting all of the sound on web games in safari, my problem is just intermittent and it's on apps that are built in cordova. I'll try building it with the new release and see what happens just in case...

  • Hey Ignaci thanks for replying, I tried your suggestion but I'm still having the same problem. Actually I'm having a lot of problems with audio for my games on iOS.

    Just wondering if any else has managed to stop the loss of audio and/or audio distortion after re-opening the app on their iOS games?

    Also I'd be really interested to know if there is anyone who is having no problems with their audio on iOS, as that would point to it being me doing something wrong...

    Thank you!

  • Hi, I've been trying to figure this out for a few days now and I can't get to the bottom of it, just wondered if anyone has any advice..

    I have a some sounds that need to play very quickly, and only one at a time, if I stop the previous sound before playing the next one there is a loud click as the sound stops. If I use tags to stop the previous sound then I can't use audio effects any more because I can't figure out how to make an audio effect that affects all tags, and I can't put more than one tag on each audio file.

    I also have some sounds that need to play polyphonically, and I'm having different problems with those. When there are lots of audio files playing together I also get lots of popping and clicking, the audio isn't clipping because I've imported files at -30dB as a test and still get the same problems. I wanted to make a global variable for maximum polyphony, in case the audio engine is getting overloaded, but again I have the same problem of tagging the audio files and not being able to use effects.

    I'm sure I'm missing something and there must be an easy way to sort this out, anyone have any ideas?

    Thanks

  • Hi, just letting you know I've switched over to Cordova CLI now (which is great and easier than I was expecting), but still getting the same problem with audio. Sometimes no audio at all on re-opening the app, and sometimes really bad bit-crusher type distortion. Only way to fix it is with a restart, or to open another app which plays audio and then switch back to my app (this only works some of the time, maybe related to the sample rate again?). I've now tried frameless browser, phonegap build, intel xdk and cordova cli, and it happens in all of them, next one to check is cocoon, I'll let you know how it goes...

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shortwave

Member since 28 Aug, 2014

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