tarek2's Recent Forum Activity

  • another thing you can do is add a compressor (audio effect) to a "tag" and then play the sounds through that tag. this will not totally fix the volume but it will help a lot.

    the compressor will act as a "limiter" and will try to squash the volume if it gets too loud.

    play around with the Threshold (lower it) to get it right. And set the Knee to 0 (so its applied right away)

    Hey Jobel Thanks a lot, that was some really nice tip swell, I tested in combination with Kyatric one and both sound great together on the web but on the iPhones they get distorted with some noise at the end of the sound, it could be a bug on iOS, I will keep playing with it, anyway, this was a great tip too thanks for sharing, will be helpful for the future.

    And Thanks to Everyone that helped I really appreciate it, hopefully, all the Grate Tips will help more people in the future.

    My issue has been fixed :)))

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  • Hoh Woow Kyatric that were Awesome Tips :)))

    Just with the set (random Rate & Random Volume) Actions, it gave a totally different and nice sound effect incredibly I didn't know that two settings like that could change the sound that much also it added some nice clean echo, I'm quite happy with the results this is the final sound to use on my Game with those fixes.

    Here is it if anyone is curious:

    https://www.dropbox.com/s/5f2goaant6jily0/Kiyatrick.wav?dl=0

    This might help a bit.

    Your bounce sound is pretty harsh from the start though, perhaps you could find a softer sound with less attack/harshness from the start.

    You could edit the sound in a sound editor like Audacity, and what you would want to add to soften it would be some reverb (not echo).

    Also, you could equalize it to reduce the high frequencies, and curve a little the middle frequencies to get some more roundness to the sound and yet keeping a certain impact.

    Hopefully, adding some randomness and playing with the random values can help you find something more enjoyable as far as sound goes.

    I haven't even tried yet the other Grate tips I will experiment with them as they sound what I was looking for to do.

    I haven't even tried yet these Grate tips, I will experiment with them as they sound what I was looking for to do.

    Thank you so much for all grate Tips is gonna be really helpful for now and the future, honestly I had no clue about audio as I thought you just need to find a nice sound and play, I see now like I will have to learn more about the topic.

  • Thank you Biim Games

    Unfortunately, it doesn't work for me as still does that Cranky sound but I do appreciate the help.

    I'm Contemplating removing the sound for the bouncing ball as I don't find any decent to put sadly (:

  • Hey lionz Fib Thanks for your help

    I didn't notice any bug. But checking the debugger that 1 sound plays ~20 times at once. No sound is going to sound good 20 times at once.

    Part of it is the sound itself has a long tail, so lots of opportunity to overlap and cause phasing issues. You should probably just use a much shorter sound, like 0.2 seconds.

    Unfortunately for me, all the songs I tried didn't work for me and I tried a lot, between sort and long but it always adds that crackling sound.

    Example:

    Here is another one sort and that doesn't have any Echo, I limited it to Max 4 repeats but still does those weird cracks.

    https://www.dropbox.com/s/ikio9mba80a3hyj/ball%20audio%20bug2.c3p?dl=0

    Though I'm looking for a specific sound that has Echo which sadly I don't think is possible on construct.

    This is the exact sound that I need, it's clean and clear when it does multi ball sound, it's from a similar game and normally it's much cleaner and better quality as I just recorded the sound with a cheap App, the game I think it's done on unity.

    Single:

    dropbox.com/s/ngq6ircilc7ey6v/multi%20balls-single.wav

    Multy Ball:

    dropbox.com/s/pa7wlwycma4epz6/multi%20balls1.wav

  • Hi

    is this a bug?

    Whenever I play the same sound multiple times it starts to crackling breaking the whole sounds effect and it sounds quite horrible, I tested around 200 sounds already for bouncing balls but they all have the same problem.

    Am I doing something wrong? or is this a bug?

    I just need that it plays the bouncing sound for each ball independent with as much clarity as possible so you can be able to distinguish many balls bouncing but at the moments doesn't sound like it, sounds more like a radio frequency broken.

    Thanks

    Demo Capx:

    https://www.dropbox.com/s/h9nlcysafj6g6ea/ball%20audio%20bug.c3p?dl=0

  • tarek2 can you please test this file on you mobile (both in browser and APK form)

    https://drive.google.com/file/d/1uAu975guxFsdfZt7zknQbdZCyKJzcbC7/view

    Also,a small point to be remembered:- before export,in project settings, set loader style to "progress bar and logo"

    And if possible then please share the APK so that I can also test it

    Sorry, I didn't have much time for doing the test but I think we should just keep using that simple test that it been shared on the thread so we follow all one demo and it clearly shows the stutters plus has no events, I think it's perfect as its the simplest you can get to show the issue, but it looks for some the issue has been fixed already so not sure what to think any more.

  • Just a heads up, make sure you do any testing in r247+, since we fixed a separate issue potentially causing jank in the WebView in that release.

    I tested the same S8 Galaxy with the R249 and still stutters the same, big jumps and stutters. It didn't make any difference in my case but it's nice to see that it's been at least testing new things to fix the issue with Android.

    Here is the video:

    Though I will need to delete it soon as I need the space on my Dropbox its nearly full

    https://www.dropbox.com/s/vi43oq4noou4uzx/android%20stutters2.mp4?dl=0

    Here is the APK:

    https://www.dropbox.com/s/b0var4nrimeeopg/chromevsapk.android.debug%20%281%29.apk?dl=0

  • Update:

    The web version after you leave it to run for like 5 minutes or so gets better and definitely is playable though I did the same with the APK and doesn't change anything it stills runs badly so yeah I change my statement above as the APK version def has bad performance.

    Here is a video for the APK test on an S8 Galaxy

    https://www.dropbox.com/s/i7gjq6pw1bll5h4/android_stutters.mp4?dl=0

    The FPS drops while recording but normally runs at 60 fps the big Stutters jumps are the same though (While Recording or not recording)

  • Just to clarify, I need the info about the devices that run the APK poorly, but can run the HTML version smoothly, to figure out why is he difference so big. In your case it runs poorly on both.

    mm not sure what to think as if it cannot run just a simple C3 test with one object rotating then I think we should look at all the possibilities as it may not be just the APK problem, just saying, it could be the problem in both (Web & APK)

    Also, I forgot to say that I tested the web version from your exported project

    "punchytaps.xyz/bugs/janktest/index.html"

    Which should in theory run smoothly as the C3 preview stutters most of the time.

  • Thanks for the feedback.

    That info is the user agent.About the Web version running poorly, do you have the Chrome browser updated?

    Np, I would like it to be resolve swell as it's been a long time like this

    I had Chrome 90.0.4430.91

    I believe Chrome it's updated as it doesn't show me any option to update.

    Also before I ran the Test I updated the phone to the latest updates from the Android

    ===========================================

    The thing here is should you make any clean example removing all the txt objects?

    as that kills the performance on the phones, you can replace them with just Spritefonts. But you have only a few txt so not sure if that justifies the bad performance as it's only one object rotating so this is something to consider when testing Any phone performance as it should give you a more clear view as you remove any performance interferences in the test.

  • On my test Runs really really bad instead of just stutters it does big jumps lugging:

    Galaxy S8

    SM-G950F

    Android 9

    Render: webgl2

    Not sure if this is normal but why does it print info like:

    AppleWebkit/537.36

    Safari/537.36

    etc...

    When the phone is a Samsung Android

    Aslo, the Web version runs quite badly on the same phone so I'm not sure if this is just a problem with the APK or the whole Android, as both run the same (APK & Web)

  • -You can disable collisions on the objects that are on the other layer

    or

    -You can create collisions filters and activate them just when the player wins

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tarek2

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