NetOne's Recent Forum Activity

  • > you say your game is supposed to be horizontal but your view-port aspect ratio is portrait (9:16)?

    If you're referring to me, my screenshot was only an example to show the OP where the relevant setting was.

    Oh! oops .. ok then strike that.....

  • sorry no solution but yea ive been bugging my apple mates about this when asking them to help test my apps. my fullscreen button dosent work on ios and none of my buddues seem to know another way to go fullscreen. so yea + one me on this, ..I would also love to know.

  • you say your game is supposed to be horizontal but your view-port aspect ratio is portrait (9:16)?

    <edit> just ignore me its been a long day...

  • FYI Google are now tracking this as a Chrome issue here: https://bugs.chromium.org/p/chromium/issues/detail?id=1014614

    Oh... I raised my bug on the Android tracker but they closed it to track the issue against this bug in the Chrome tracker instead. But they stated that the bug is in Android ?? (reporting too high latencies to chrome) not in Chrome?. Unless they have maybe resolved the issue in latest Android?

    Hmm , I dont know. But it is good that Google have at least acknowledged the issue and are looking into it. (Although you would think a company the size of Google would be all over these sort of issues long before joe public starts to raise them, makes me a little nervous about the organisation there.).

  • Ok Constructors. More information on Android + Audio + Chrome / Webview audio lag.

    So, according to Google.

    Chrome assesses the device capabilities based on Android OS returning a value for baseLatency

    this value

    BaseLatency TEST http://rtoy.github.io/webaudio-hacks/tests/osc.html

    if the value is "high" Chrome adds a ton of latency into the audio path to avoid audio glitching.

    apparently the value returned is erroneously too high (far too high) on most of the Android phones currently out there. even on powerful phones capable of much lower latency.

    This is where the 300-400ms lag is coming from.

    Ive noted on the two phones I have direct access to

    Cubot power. Very little lag on the app.website , returns a baseLatency of 256 frames

    On the MOTO G5. 300ms lag on the app/website/ returns a baseLatency of 3200 frames.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • OK, just to close the weird pitch issue on IOS

    (especially for anyone thinking about trying to make synths instead of games like silly me)

    The bug has been closed with a solution.

    Im not going to get too tech here as Im not too tech on the matter. Have a look at the bug link for more info.

    But... The sample used for the test is known as a single cycle waveform and was taken from a well known sample library. Problem was that single cycle waveforms are very short. Like milliseconds short. Too short for the IOS audio minimum sample buffer is seems. The minimum buffer was being looped but the sample was smaller than the minimum buffer size. And this makes total sense with what is being heard.

    This is not an issue on Android, but who would want to do anything with audio on android with all that lag !!!.

    So this can be solved easily by using a longer sample or looping the sample a few times in an audio editor and re-sampling it.

    Thanks everyone for their input. especially tarek2 and Ashley. Looks like i will indeed be joining the Apple fraternity now (something you would have never heard me saying a few days ago!!!) as I would like to explore this music instrument side of things a bit more. Cheers.

  • Cheers tarek2 youve been super helpful there.

    ive raised a bug report. https://github.com/Scirra/Construct-3-bugs/issues/3457

    Ive linked to your vids but if you want/need to delete those video let me know and I can stick them on my gdrive no problem.

    Im thinking I could get an Ipod for now so at least I could test websites on IOS apparently they have the same chipset as an iphone 7. But will just wait to see what Ashley has to say regarding this. As it may be again outside his control. If so then its back to desktop apps or I have to learn to program with JUCE.

    edit< just been down the apple store, ipods are tiny! Too small for major gaming or music apps. Maybe just good as music player. So I await see what Ashley say.

  • tarek2

    What?!?!?

    You give such hope showing that beautiful low lag on IOS but then....

    ... You take it all away with that horrible mutant sound..!

    What is that? It is lower pitch and distorted on Ios across 3 devices...?

    Man i was just about to get a mac mini and iPhone for testing but i cant justify if there are further issues on IOS.....

    Maybe it's just a bug with the frequency change??? It wouldn't be that common to use in games. Do other games exhibit different sound between IOS / android?

    Hmm.. thanks again , this is very revealing... I think i will raise a bug later linking your vid if you dont mind.

  • OK then cheers, I will try to raise with the G men for FWIW.

    I still love construct BTW.

    Blizzcon / Overwatch 2 OMG ! 😮😮😮

  • No offence Ashley but you didn’t really answer anything there.

    Im not blaming Construct, Im pretty confident that you have done everything in your power to get sound lag down within the scope of the engine. I get that there are multiple parts to this equation. However there must be a reason that Geometry Dash and COD et all can get down to ~50ms sound lag on the same devices that Construct games are giving 400ms and if it something we can bring to Google then isn’t it worth doing so even if they’ve heard it all before?

  • Ok, this is my first venture into Android mobile land with Construct 3 but I must admit Im a little shocked.

    Before we kill this thread off only to be resurrected by the next poor sucker who ventures down this road.

    Please Ashley if you could confirm the following.

    1) You are essentially saying that 300-400ms sound lag is normal and accepted on android games on what must be over 90% of devices?

    a. If this was the case then I don’t think anyone would be playing games on android. I have just played geometry dash on 2 of the offending devices and there is no perceptible sound lag when dying or when entering a portal. (I would estimate it is under 3 frames at 60fps)

    b. The superpowered website is talking about a general RT lag of 30-50ms for 99% of android devices , this would be acceptable and almost non perceptible for most gamers however this is 10 times less than what we are seeing with the Construct exports something dosent add up?

    c. If you are saying that 300-400ms is generally the accepted norm with Construct 3 games or mobile javascript games in general (and only native can give you low sound lag) then you are admitting that Construct 3 games on android are not actually viable. Is this so?

    2) The superpowered website are selling Javascript audio libraries that boast very low latency.

    a. Can these be uses with construct scripting?

    b. Could similar tech be used for Construct audio?.

    3) The superpowered website database shows that IOS has low sound lag on all devices. Like less than 12ms on most of the range as compared to the 30-50ms on android. Which is why it is the choice for audio applications I assume.

    a. But do construct games also display this low latency on iphones. Or is there an extra 250-350+ milliseconds added into the path like on android? (I ask As I am ready to ditch Android and embrace apple if this was the case)

  • so far pretty much exact same lag showing in 7 , 8 , 8.1 and 9 on devices tested.

    Currently showing lag on 9 on S8 (as shown in tarek2s demo above and linked on the bug report)

    so unless someone can show otherwise Im going with the current evidence.

NetOne's avatar

NetOne

Early Adopter

Member since 3 May, 2016

Twitter
NetOne has 4 followers

Trophy Case

  • 8-Year Club
  • Great Comment One of your comments gets 3 upvotes
  • Delicious Comment One of your comments gets 10 upvotes
  • Email Verified

Progress

11/44
How to earn trophies