Sounds in iOS
Mark Schonewille
m.schonewille at economy-x-talk.com
Mon Feb 20 17:12:51 EST 2012
Graham,
The full path is not the full path to some sound object in a stack but the full path to the file on disk. For example specialfolderpath("engine") & slash & "sounds" & slash & "Xylo.aif"
I think that file paths on the iPhone are case sensitive. I'm not entirely sure whether this also applies to LiveCode scripts but I always take case sensitivity into account.
--
Best regards,
Mark Schonewille
Economy-x-Talk Consulting and Software Engineering
Homepage: http://economy-x-talk.com
Twitter: http://twitter.com/xtalkprogrammer
KvK: 50277553
Download the Installer Maker Plugin 1.7 for LiveCode here http://qery.us/za
On 20 feb 2012, at 22:28, Graham Samuel wrote:
> I haven't had much luck on my iOS iPad app with waiting until a sound is done (RR have just said I found a bug), but ignoring this issue I can't get a really simple 'play' statement to work. I have a button
>
> play "Xylo.AIF"
>
> which works in the IDE but not in the simulator. In case it was a path problem, I added a line that sets the defaultStack to the stack where the sounds are stored (this is not the stack where the button is); this makes no difference in the IDE but it still doesn't work in the simulator. I then used the full name of the file which is actually
>
> audioclip "Xylo.AIF"
>
> with the same result. Changing the playLoudness didn't do anything either.
>
> I read somewhere (but can't find it) that for iOS one needs a full path to the sound, but I don't know what the full path of an embedded sound would look like.
>
> Has anyone got iOS sounds to work in 5.0.2?
>
> Graham
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