Animate's Forum Posts

  • Ashley I am also running into the same issue when using "audioOnEnded" on Safari which currently break our games in both Yosemite and Maverikcks .

    As our users would not be able to upgrade to the new OS, can you recommend or suggest a work around to this bug, or if possible a new method of triggering a sound after another sequentially without having to rely on "audioOnEnded" or timers. This will be very appreciated by the community as it seems to affect a large number of players still on these mac OS's.

  • rexrainbow, Thank you for the fantastic contribution to the community with all your plugins and continued support of them. As many said before, these complete the functionality missing from many of C2's already set of amazing features.

    In regards to the shadow, can it be possible to only affect a certain letter, or part of the string. This will save us a lot of headaches if it can be implemented.

    As for the underline feature, this will be one of the more requested features missing from the BBcode plugin, when do you think it can be integrated into it as currently there are no options to underline text dynamically properly in C2 (this would make it a complete solution for styling text).

    Thank you for the continue support!

  • Ashley I am having the same exact issue on my games when loading from an iphone with iOS 9.2.1 installed. On first load, sound is completely distorted, but if the browser refreshed/reloaded all sounds plays properly. Is there a solution for this available in the upcoming release?

  • Gigatron First, thank you for providing this amazing plugin and the hard work put forth to make it happen, it will serve the community well!

    Brief question regarding the plug-in...

    Is it possible to reference more than one spritesheet during runtime in order to have and add more variety of scenery, cars, props, etc.? Can this new spritesheet be added to the plugin's source file? If yes, where would this need to be changed?

  • nimos100 Thank you for your time and help.

    To confirm, this DID work for you and you were able to PLAY audio files that were sitting on your "local C: hard drive" and NOT the "sounds" folder within C2, correct?

    I tried this exactly, but was not able to make your workaround work, even for files sitting on my local C drive. I followed your example exactly as described. Do you think that you can share a simple .CAPX, just to see if i missed something.

    Thank you in advanced for your continued assistance...

  • Hi Community,

    Ashley, Is it possible to play an audio file from an URL natively within construct without a third party extension?

    I have asked this question before with no clear answer and through many forum searches.

    To explain, my team is working on a quiz project that contains over 10'000s sound files (we currently do not have access to import any of these sounds to our project as they sit on a private server). We were using the "Audiostream" plugin, which worked well but with many limitations as you cannot preload streaming audio.

    So, is there any way to play a sound from an URL on runtime, maybe using the native audio object or other?

    Many thanks.

  • Ashley, rojohound, newt, wmsgva

    Is this something that can be accomplished?

    Perhaps, renaming the root folder where the sounds are hosted and make C2 point to that specific folder even if it is on another server. Any thoughts?

  • any problems using this plugin on iOS?,

    I am getting really bad lag everytime i request a sound (about 1.5 sec delay) when using on a iOS device such as iPhone or iPAD.

    Any thoughs?

  • Ashley, i do not have the ability to import all 5,000 sounds.

    Is it possible to rename the root folder that the sounds are hosted on and make C2 point to that specific folder even if it is on another server?

    If not, how can i import an audio file on demand on runtime?

  • nimos100, I see that your new audio path points to your local C: drive. Will this solution work for a folder hosted online?

    Thanks for your help...

  • Kyatric, is it possible to change the path of the sounds folder to another location (hosted in a server) in order to grab and play the audio files from here?

    If not, how can i import audio files on runtime from a server location and play them on demand?

    Many thanks for your continued assistance in these forums.

  • nimos100, where can i find the audio object source in order to change the path?

  • Ashley, the issue with this is that there over 10,000's sounds that sit on a private server. Currently the audio files are dynamically called to the game through an XML and played through the "audiostream" extension, which works by playing the audio through an URL, but currently with very bad lag on iOS devices.

    Is there a way that i can grab selected audio files through this XML and import them to the game (maybe through the invoke download action) in order to play them just like normal audio files?

    Is this possible?

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  • Have you come across a delay of playback when using on any iOS device (iPAD, iPHONE)?.

    It seems that when the audiostream plugin is triggered, it usually takes one to two seconds for the audio to start playing on these devices. Is there a workaround for this issue.?

    Thanks for the great plugin

  • Hi Community,

    I am working on a Quiz project that needs to work with 1000's of sounds (i will not be able to import all these sounds for obvious memory and loading time reasons). Since this quiz game will be played on iOS devices, the "streaming audio plugin" or "play by url"option will not work due to the playback delay caused by safari when you stream outside audio. My best option would be to first import select sounds ON RUNTIME AND INTO the game and play them as standard imported local audio.

    Ashley, newt, How would i be able to achieve this?

    Thank you in advanced for the assistance.