audio.stop() and scratchy sounds

If I stop audio with audio.stop() I hear an ugly scratch sound from the iPad2 speakers. Same thing happens with headphones as well. I don’t hear it with older builds so something must have changed in the Corona audio system.

The weird thing is I hear the scratch only in iPad2 not in iPad. Also, I can’t hear the scratch in the simulator. Does anyone have similar issue? This is keeping me from releasing my game. [import]uid: 13507 topic_id: 21629 reply_id: 321629[/import]

I forgot to mention that this problem doesn’t exists on my iPad1 which has an old iOS. My iPad2 has iOS5 so maybe that’s the problem… [import]uid: 13507 topic_id: 21629 reply_id: 85789[/import]

Simple workaround is to fade out before stopping. [import]uid: 13507 topic_id: 21629 reply_id: 85878[/import]

I’m not aware of this specific problem, however there are some really bad bugs in iOS 5.0. This could be another one or a side effect of one of the others.

Since you don’t have this problem on your other device, this is an Apple regression bug. Please file a bug with Apple at https://bugreport.apple.com/ and let them know about it. Please include as much detail as possible in your bug report and also include an iOS binary that reproduces the problem (i.e. build for device and attach it to your bug report).
Since I haven’t seen this, I might also suggest re-encoding your files to something else to see if it makes a difference, say a 22050Hz and or 44100Hz wav file as an example. [import]uid: 7563 topic_id: 21629 reply_id: 85892[/import]

I was using audio.fadeOut as a workaround, but that is even worse and crashes the whole app every now and then. Around every 10th time I fade out AAC file using audio.fadeOut the app crashes in iPad (not in simulator)!

The new workaround is to set volume to 0.1 before stopping it. That won’t crash or scratch. ( setting volume to 0 causes also scratch just like stopping audio ). [import]uid: 13507 topic_id: 21629 reply_id: 86379[/import]

With this bug, I haven’t seen a lot of crashing. One thing to check in your code though is use of audio.dispose(). Make sure you do not dispose of a handle until it is completely done playing or you will likely crash.

Is it crashing on both iOS’s (both iPads)? If it is crashing on just one, it is probably another Apple bug. (If it is not crashing on the Mac, it is also probably an Apple bug since the implementation is the same.)

However, If you can submit a (simple) reproducible test case to us with all the assets included, we can take a look at this crashing problem. But I recommend you file a bug with Apple too.
[import]uid: 7563 topic_id: 21629 reply_id: 86451[/import]

I have to check how I use audio.dispose. But anyway it is completely stable in simulator and in iPad1 with iOS 4.3.3. The crashing happens only in iPad2 with iOS 5.0.1. The crashing is also random. Even if I would take exactly the same steps in the app, the crash happens at different time.

I managed to narrow it down to the use of audio.fadeout. I’ll investigate further and try to create a small test case for you.

What kind of provisioning profile I should use if I file a bug report to Apple and include the binary? [import]uid: 13507 topic_id: 21629 reply_id: 86454[/import]

I’m not sure. I would go with the development myself, but I suspect Apple can run any of these so it probably won’t matter. I will make an inquiry about this, but I recommend you just submit the bug with one and if they ask for the other, give it to them.
[import]uid: 7563 topic_id: 21629 reply_id: 86683[/import]

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