for those experimenting with sounds on AppMobi:
(this was also posted on the appmobi forums)
so i did a local test of the demo.EventSounds app (i.e 'tap the cowbell to hear a sound')
it works well on the emulator (Chrome)
but upon testing on the ipod touch 2g and HTC Desire, no sounds were heard.
I checked the supported sound formats of both mobile devices, they support mp3.
what are your experiences with playing sounds on mobile devices via the AppMobi API?
subject in test is:
AppMobi.player.playSound("sounds/cowbell.mp3");
Hey fugufish,
I've done testing on a nexus one and an iPhone 3GS as well as a Galaxy S and iPod touch 2g. My findings weren't exactly the same. All ran the sound demo correctly and didn't lag with loading the sound files.
When it came to implementing them into a game, I did see some lag on the iPod touch 2G to the point that it was noticeably effecting the gameplay.
I did make a quick video showing Furious Fowl on the actual devices with sound and that should hopefully be up this week. I'll post the link on the forums when it is.
In our 3.4.0 version (Coming out in the next week or so) we are going to add a function to load sounds into memory so it should help with the lag.
Heres the video demonstration of using sound in games on actual devices
http://youtu.be/kXfdjLpSB0U
i saw the video, nice!
when you tapped the fire button repetitively, there was a lag. Any suggestions on how to improve this?
I'm thinking :
- maybe use very short sounds (that last only 0.5 to 1 second)
- low bitrate mp3 (8kbps - 16 kbps)
- cached mp3 (based on your earlier sound tutorial)
what do you think?
oops, follow up question:
how was the testing done?
was it done locally, using the app lab/(+mobile login) app? Or was it built as an apk (Android), and manually installed?
I think all your suggestions are good ones to help with the lag :) . To solve this problem on our end we are going to be adding a new appmobi call to load sound files in 3.4.0. This will cache it as if it was already played unlike the cache function I previously used. We believe this will solve that problem.
As far as testing, we loaded the game on applab on both devices.
cool, looking forward to 3.4.0 ! ( will commit for a 2nd year with AppMobi )
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