Just thought we’d let people know about this issue we have come across. Corona ARE aware of it but in the meantime we thought it best to warn anyone who is stuck with the same problem.
We were struggling with Open AL errors which we initially attributed to the fact that we were altering the pitch of the sounds using al.pitch. However we then made a test app which would load our sound files one at a time in increasing size order.
With mp3, caf and wav all of the sounds loaded. With ogg our devices failed to load:
NOOK Color: ogg 15 = 81kb (720kb uncompressed)
HTC Desire HD: ogg 19 = 100kb (941kb uncompressed)
Nexus 7: ogg 23 = 127kb (1425kb uncompressed)
HTC Sensation: ogg 24 = 210kb (1560kb uncompressed)
None of these files are particularly big (in fact they are quite small), yet every other audio type managed to load files up to the largest size (18.3mb uncompressed).
As our sounds need to loop seemlessly, using either loadStream() or .mp3 files is not suitable, and .wav files make the overall app size far too big.
Another post has identified problems using oggs on Nook Color: http://developer.coronalabs.com/forum/2012/10/06/nook-color-sound-doesnt-work
but it appears to affect all Android devices that we have tested on.
Can anyone else confirm that they have had issues using loadSound() for oggs, or share any fixes that they may have found?
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