Audio Volume inconsistence...

If you just use event sounds… the “in app” volume controller is the “Ringer” controller

If you use media sounds (music) the volume controller switches to some “master” or whatever different controller which seems to be identical to the iPod controller.

If you then disable the media audio (with stop) the app still uses the master controller… but the event sounds are not controlled by it anymore!

Which also means that you can’t hear any sound if your Ringer Volume is down and your app plays music!

Then this master controller will not make the ringer louder (event sounds)!

You need to exit the application to adjust the events volume in this case.

That is unacceptable…

In addition it is pretty… hum… ugly? That you adjust your ring tone volume (imho). I do not want to have my game change the volume of my ringone!
So what I did was to “start / pause” a media Sound so that the media EvenSounds get controlled by that “master” controller… and the app never touches the ringer volume controller.

Still I believe we need more control and this leaves the problem that even sounds may be softer than expected because the ringer volume is low on the device. [import]uid: 6928 topic_id: 1365 reply_id: 301365[/import]

We’re looking into sound issues like this, we agree the existing implementation has problems. [import]uid: 54 topic_id: 1365 reply_id: 3925[/import]

Duck sound under song?
In my iPhone app I expect the user to be playing their own random music in the background through the usual iPod interface. At various times my app needs to lower the user’s volume, duck my own sound under, then return the user’s volume back to its setting.
Just like it happens when a phone call trumps a song that is playing. How to make this happen in Corona? [import]uid: 58235 topic_id: 1365 reply_id: 37881[/import]

This thread is long obsolete. Use the new audio API. Look at audio.fade().
[import]uid: 7563 topic_id: 1365 reply_id: 37945[/import]