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Music.play platforms?

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Music.play platforms?

Postby Nitim » 04 Jun 2012, 14:40

On what platforms can we use music.play ? We tried it on Symbian and Blackberry-playbook, on both platforms we heard no sound.

We are trying to avoid the loading time that occurs when using sounds.
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Re: Music.play platforms?

Postby Fraser » 04 Jun 2012, 16:17

Hi, just an idea, you may have tried it but...

maybe the import format is important for those platforms?
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Re: Music.play platforms?

Postby error454 » 05 Jun 2012, 00:30

You might try importing a wav file at 22 kHz mono and see if that plays. If not, could be a bug.
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Re: Music.play platforms?

Postby gamescorpion » 05 Jun 2012, 01:33

Nitim wrote:On what platforms can we use music.play ? We tried it on Symbian and Blackberry-playbook, on both platforms we heard no sound.

We are trying to avoid the loading time that occurs when using sounds.


We constantly export to playbook and have no issues.

HOWEVER there is a SOUND SIZE issue which we did notice on devices depending on the filesize.

Try importing a smaller file size (do this one sound at a time) and you will see that at a certain point it will stop playing. I think the reason is that, whether its a music file or sound file (on playbook specifically) I think its actually trying to load the whole thing into memory.

I'm not sure exactly, but our final solution came down to having smaller file sizes of loops (mp3 files all of around 1MB or less and the total scene full of around 10-12 sound files).

Also from our testing here are some notes we collected:

1. Over 8-16 sounds (Depending on device) it will NOT PLAY, so you will have to break the sounds apart into different objects. We basically created a camera for EVERY 8 sounds we wanted and then just attached the sound bank to that object.

2. Music files once again over the 8 or over the 16 limit (depending on device once again) required a DIFFERENT scene per 8 or different scene per 16 music files which we would change and edit in code.

3. ALL files we used were MP3 or WAV, nothing else

4. ALL file sizes imported were 1MB or less and if required, we would reduce the QUALITY to 5 and the import data rate to like 8bit or CD quality if it was supported.

ALSO:

Silly things can go on, sometimes we would forget to ADD THE SOUND to the resources section and so that would be an error and the sound wouldn't be found in the actual blackberry playbook. This is a simple overlooked bug, rather than an actual code bug. Make sure ALL required resources (music and sound files) are added to the resources section and then that will also work.

Also make sure that (I know it sounds silly) volume is at the HIGHEST level on the playbook. Sometimes when we tested, we made silly assumptions that sound didnt work when we really just had the sound off on the playbook LOL.

Hope one of the above solutions works for ya!

God Bless!

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Re: Music.play platforms?

Postby Nitim » 05 Jun 2012, 09:01

Thanks for your replies,

The thing is that we got sounds working via soundbanks, however when the application starts there is a pretty long loading time(maybe it's our file size or amount of sounds?). The application should get more then 20 sounds,..

We used audacity to export our sounds and tried the following with the same result(No sound when using Musics):
- 44100Hz Mono Wav 16bit(PCM) (Max file size 240kb)
- 22050Hz Mono Wav 16bit(PCM) (Max file size 130kb)
- 8000Hz Mono Wav 8Bit (Max file size 25kb )

For testing we used a maximum of 5 sounds(Musics), added them to the resources and scene music list but still no sound. Tried playing them via: music.play and music.playAdditional. In the editor everything works fine ofcourse.
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