iOS Playing Sounds Problems
Magicgate Software - Skip Kimpel
skip at magicgate.com
Mon Jun 29 14:10:56 EDT 2015
I personally have had problems getting sounds to work on an iPhone. From
everything I can tell it has something to do with the iOS version I am
using. What device and what version is the device you are testing on?
SKIP KIMPEL
On Mon, Jun 29, 2015 at 1:51 PM, Randy Hengst <iowahengst at mac.com> wrote:
> Hi All,
>
> I’ve been messing with a sound problem for several hours this morning…
> can’t for the life of me see what I’m doing wrong.
>
> I have an app in which I’m using this format for loading the sounds:
> put specialFolderPath("engine") &"/"& "Blue.wav" into gBlueSound
> mobileSetSoundChannelVolume "Ch5","0"
> mobilePlaySoundOnChannel gBlueSound, "Ch5",”now"
>
>
> I’m using newly recorded sounds and sounds from from previous projects.
> The sounds from previous projects work just fine with this pattern… when
> it’s time to play I call:
> mobileSetSoundChannelVolume "Ch5”,"100"
> mobilePlaySoundOnChannel gBlueSound, "Ch5",”now"
>
> I’ve also tried playing the sound with this format: play
> specialFolderPath("engine") &"/"& "Blue.wav”
>
> But, the 10 new sounds I’ve recoded play on the simulator, but not on a
> device… while the “old” sounds I’ve used before work on both.
>
> As best I can tell the sounds are all the same …. 16 bits with a sample
> rate of 44,100. I’m using .wav files but also tried .aif format.
>
> LC 6.7.5 • Mac OS 10.2 • Xcode 6.2
>
> Any thoughts about how I might have messed up the new sounds.
>
> Thanks for your help.
>
>
> be well,
> randy
>
> Randy Hengst
> www.classroomFocusedSoftware.com
>
>
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