Audio.play Doesn't Work In Iphone

The ogg file is about 130kb for eg., what will be the CAF type size?

I’m completely on the Mac side, not really sure on how to convert files to CAF in Windows.  CAF is an audio file format created by Apple, so I suspect there may not be too many utilities that can convert to it, let alone play it.  QuickTime, however, should be able to play them, perhaps the Pro version could do the conversion?  You can try GoldWave or Sound Forge, I know those were pretty popular back then.

Some of this is just backing up what BeyondtheTech has to say :slight_smile: (And man, your bash script is awesome!)

Alright, so as best as I can tell, the best general use class in the iPhone SDK can play a large number of sounds simultaneously, but for most formats the hardware can only decode one at a time, putting the rest on software. For stuff like MP3, this is quite expensive. uncompressed (AIF/WAV) or IMA4 compressed (CAF) work best for sound effects because they have hardly any CPU utilization.

So in terms of space saving, it depends on your files, but looking at my own project:

MP3 is about 4-5 times smaller than CAF (ie: 30kb sounds become 120-150kb)

CAF is 2-3 times smaller than WAV (30kb becomes 12kb)

The file size loss versus MP3 is pretty severe, but adjusting things like sample rate or channels could help cut that down. It’s also not irresponsible to use AAC or other heavily compressed formats in your game, but expect slowdown when they playback if your game has fast action or an already troubled framerate.

CAF works. Thanks.

Hi Everyone

                    I am new to Corona development.I tried simple audio recorder on android but it does not work on it.anyone can plz help me.