getTunerVolume()

Hey guys,

I’m working on a game that involves blowing on both iOS and Android, and It appears that getTunerVolume doesn’t work at all on Android, I know it says its not supported on the docs, but I saw some old threads that people claimed they got it working on Android.

I guess before I decide to switch engines, is there any workarounds to something like this to detect the volume on android devices? Or were there any plans to add additional support to this API.

I really like Corona and I would love to stick with it for the games I’m designing, but this could be a deal breaker.

Cheers, Dalton [import]uid: 220758 topic_id: 35924 reply_id: 335924[/import]

Dalton,

The [lua]getTunerVolume()[/lua] function does not work on Android yet. It’s on our to-do list to be added in the future, but there hasn’t been a lot of demand for this functionality to make it a priority unfortunately. Sorry to disappoint you there. [import]uid: 32256 topic_id: 35924 reply_id: 142959[/import]

Hey Josh, I can’t comment on the specifics of how well it works, but I have been testing getTunerVolume on Android Devices and it seems to work the same as it does in the Windows Simulator. Is it possible it has some functionality on Android devices? [import]uid: 220758 topic_id: 35924 reply_id: 142961[/import]

We definitely have code written for this function on all platforms. So, it will definitely return something. But we also have an outstanding bug report that states this function never worked on Android. It sounds like it was never finished on our end.

Are you actually getting values other than zero?
If so, then perhaps we just have a simple endian-ness issue. [import]uid: 32256 topic_id: 35924 reply_id: 142963[/import]

Yeah I have read into this quite a bit. It seems like people have had mixed experiences with this. It’s definitely detecting a volume value, it’s usually around 0.1 when I speak into the mic if I remember right. I’m out of the town for the weekend away from my computer, but I’m going to probably test the api on iOS devices sometime next week and I will try and report back and see if I notice any differences [import]uid: 220758 topic_id: 35924 reply_id: 142964[/import]

I’ll have someone here have a quick look at this. If this is just an endian-ness issue and not a FFT (Fast Fourier Transform) issue, then we may be able to provide a quick solution. [import]uid: 32256 topic_id: 35924 reply_id: 142968[/import]

Dalton,

The [lua]getTunerVolume()[/lua] function does not work on Android yet. It’s on our to-do list to be added in the future, but there hasn’t been a lot of demand for this functionality to make it a priority unfortunately. Sorry to disappoint you there. [import]uid: 32256 topic_id: 35924 reply_id: 142959[/import]

Hey Josh, I can’t comment on the specifics of how well it works, but I have been testing getTunerVolume on Android Devices and it seems to work the same as it does in the Windows Simulator. Is it possible it has some functionality on Android devices? [import]uid: 220758 topic_id: 35924 reply_id: 142961[/import]

We definitely have code written for this function on all platforms. So, it will definitely return something. But we also have an outstanding bug report that states this function never worked on Android. It sounds like it was never finished on our end.

Are you actually getting values other than zero?
If so, then perhaps we just have a simple endian-ness issue. [import]uid: 32256 topic_id: 35924 reply_id: 142963[/import]

Yeah I have read into this quite a bit. It seems like people have had mixed experiences with this. It’s definitely detecting a volume value, it’s usually around 0.1 when I speak into the mic if I remember right. I’m out of the town for the weekend away from my computer, but I’m going to probably test the api on iOS devices sometime next week and I will try and report back and see if I notice any differences [import]uid: 220758 topic_id: 35924 reply_id: 142964[/import]

I’ll have someone here have a quick look at this. If this is just an endian-ness issue and not a FFT (Fast Fourier Transform) issue, then we may be able to provide a quick solution. [import]uid: 32256 topic_id: 35924 reply_id: 142968[/import]

Dalton,

The [lua]getTunerVolume()[/lua] function does not work on Android yet. It’s on our to-do list to be added in the future, but there hasn’t been a lot of demand for this functionality to make it a priority unfortunately. Sorry to disappoint you there. [import]uid: 32256 topic_id: 35924 reply_id: 142959[/import]

Hey Josh, I can’t comment on the specifics of how well it works, but I have been testing getTunerVolume on Android Devices and it seems to work the same as it does in the Windows Simulator. Is it possible it has some functionality on Android devices? [import]uid: 220758 topic_id: 35924 reply_id: 142961[/import]

We definitely have code written for this function on all platforms. So, it will definitely return something. But we also have an outstanding bug report that states this function never worked on Android. It sounds like it was never finished on our end.

Are you actually getting values other than zero?
If so, then perhaps we just have a simple endian-ness issue. [import]uid: 32256 topic_id: 35924 reply_id: 142963[/import]

Yeah I have read into this quite a bit. It seems like people have had mixed experiences with this. It’s definitely detecting a volume value, it’s usually around 0.1 when I speak into the mic if I remember right. I’m out of the town for the weekend away from my computer, but I’m going to probably test the api on iOS devices sometime next week and I will try and report back and see if I notice any differences [import]uid: 220758 topic_id: 35924 reply_id: 142964[/import]

I’ll have someone here have a quick look at this. If this is just an endian-ness issue and not a FFT (Fast Fourier Transform) issue, then we may be able to provide a quick solution. [import]uid: 32256 topic_id: 35924 reply_id: 142968[/import]

Dalton,

The [lua]getTunerVolume()[/lua] function does not work on Android yet. It’s on our to-do list to be added in the future, but there hasn’t been a lot of demand for this functionality to make it a priority unfortunately. Sorry to disappoint you there. [import]uid: 32256 topic_id: 35924 reply_id: 142959[/import]

Hey Josh, I can’t comment on the specifics of how well it works, but I have been testing getTunerVolume on Android Devices and it seems to work the same as it does in the Windows Simulator. Is it possible it has some functionality on Android devices? [import]uid: 220758 topic_id: 35924 reply_id: 142961[/import]

We definitely have code written for this function on all platforms. So, it will definitely return something. But we also have an outstanding bug report that states this function never worked on Android. It sounds like it was never finished on our end.

Are you actually getting values other than zero?
If so, then perhaps we just have a simple endian-ness issue. [import]uid: 32256 topic_id: 35924 reply_id: 142963[/import]

Yeah I have read into this quite a bit. It seems like people have had mixed experiences with this. It’s definitely detecting a volume value, it’s usually around 0.1 when I speak into the mic if I remember right. I’m out of the town for the weekend away from my computer, but I’m going to probably test the api on iOS devices sometime next week and I will try and report back and see if I notice any differences [import]uid: 220758 topic_id: 35924 reply_id: 142964[/import]