Quickly stopping & starting sounds with touch events and the Audio API doesn’t seem reliable. [import]uid: 4596 topic_id: 9189 reply_id: 309189[/import]
Is this iOS or Andriod? Have you read these audio guide lines yet? http://developer.anscamobile.com/partner/audionotes
[import]uid: 47723 topic_id: 9189 reply_id: 33779[/import]
yes, thank you.
I have issues with the audio API when attempting to stop & start multiple files rapidly in succession with touch events.
For example, playing sound on event.moved, and stopping them & playing another sound on event.ended, often times the sound intended to play on event.ended will not play. I suspect it may be in part to the best effort timing clause, but it just seems buggy. [import]uid: 4596 topic_id: 9189 reply_id: 34623[/import]
You didn’t answer his first question. I’m wondering that too. [import]uid: 12108 topic_id: 9189 reply_id: 34626[/import]
For Android on the device, it doesnt work well, big delay times [import]uid: 19620 topic_id: 9189 reply_id: 38282[/import]
The OS X simulator should not perform worse than the device. Please file a bug report with a reproducible test case if this is true. But make sure it is really the audio engine causing the problem and not something else. For example, the touch event code may be working differently on the simulator compared to the device and may actually be the reason you ‘perceive’ worse performance because your app isn’t behaving correctly. (In this case, file a bug on the touch event system. We’ve received a lot of audio bug submissions which usually turn out to be a unrelated bug that audio just happened to expose.)
We just received a good bug report on the missing ended events. I believe I have isolated the problem and actually has to do with race condition problems in our callback system. This is one of the few components both the old and new audio systems share so both seem to be affected. I think we’ve figured out how to fix the problem with the new audio system because the new engine infrastructure has much more infrastructure for multithreading and locking, but we’re still investigating the old system.
As for Android, I just posted a response here:
http://developer.anscamobile.com/forum/2011/02/07/audio-issues-release-268#comment-38299
[import]uid: 7563 topic_id: 9189 reply_id: 38301[/import]
Deploying to Android, but I see the issue in the simulator too. [import]uid: 4596 topic_id: 9189 reply_id: 34910[/import]
Sometimes it just seems as if sounds played inside touch ended events aren’t being generated, during rapid playback of multiple sounds. [import]uid: 4596 topic_id: 9189 reply_id: 35448[/import]
Thanks ewing. The Daily Build has resolved this issue in the simulator. I anticipate the issue is also resolved on device, just have not tested there yet. [import]uid: 4596 topic_id: 9189 reply_id: 38359[/import]