Sound in the iOS Simulator
livfoss at mac.com
Fri Feb 17 11:21:50 CST 2012
IMHO the bug is still there. I'm using LC 5.0.2, running under MacOS Lion 10.7.3. The Simulator is version 5.0 (272) - the hang occurred in the simulator and the device (forgot to say that before).
In fact even after I took the test out, I have not yet got my app to make a sound on my device either. I think it may be something about having to use full paths for my sounds, but I am not at all sure. They work fine under the IDE, as I said. They are .aif files which should be OK on iOS, I think.
I will ask LC support about the "sound is done" issue.
On Fri, 17 Feb 2012 08:19:58 -0700, Chris Sheffield <cmsheffield at me.com> wrote:
>> There was a bug at one point that would cause a hang because "the sound" would never return "done". But I thought it had been fixed. Not sure in which version of LiveCode, however. Which version are you using?
>> Chris Sheffield
>> Read Naturally, Inc.
>> On Feb 17, 2012, at 3:39 AM, Graham Samuel wrote:
>>> I had a couple of statements in my iOS app:
>>> play "xylo.aif"
>>> wait until the sound is done
>>> Works fine in the IDE, but never reaches 'done' status in the simulator - 'the sound' returns the file name, or exactly
>>> This value is (I think) what LC is expected to return on iOS with a sound that's playing. By commenting the 'wait' out, all went well. The sound didn't play, but that's probably a path problem. According to the LC Dictionary, a 'wait' will always return 'done' if no sound is playing. Well, I didn't hear anything, so I should have got 'done', shouldn't I?
>>> Can anyone explain this?
More information about the use-livecode