No Audio on Device

For some reason audio is working perfectly fine on the simulator but when I load it on my device I get nothing, all volumes are turned up. [import]uid: 12041 topic_id: 4855 reply_id: 304855[/import]

Same here… tried a lot of things… renaming the audiofiles… converting to different sound formats…

[import]uid: 10657 topic_id: 4855 reply_id: 15603[/import]

Just tried converting it to an ogg to no avail. Just got a response here, http://developer.anscamobile.com/reference/index/audioplay#comment-15686 Only wav is supported on Android right now [import]uid: 12041 topic_id: 4855 reply_id: 15664[/import]

Interesting; .ogg works on an Android soundboard I built 3 days ago, just not in the simulator :S I guess I should convert to .wav, then. [import]uid: 10144 topic_id: 4855 reply_id: 15820[/import]

I just put sound into my Android App but I found that I had to use .wav files and I had to put them in the main resource directory and not a sub-folder.

Just my $.02. [import]uid: 10965 topic_id: 4855 reply_id: 18649[/import]

I have tried many samples and simple modified samples too, but none of them are producing sound at all on Nexus One. Does not matter whether this is openAL based or the basic media functions.

These are being built on Windows. The sounds play in the simulator with no problems.
Sounds are .wav files
Sounds are just in the main directory, no sub folders are used in these samples at all.

I have noticed that other apps built with Corona can produce sound. Eg. Bubble Ball. So it seems to be possible.

Any Ideas??

[import]uid: 28534 topic_id: 4855 reply_id: 19641[/import]

I found that the .WAV files need to have an Audio Bit Rate higher than 176,400 — anything less will not play.

I have some example files that I could send to you to test if you like — just let me know.

[import]uid: 10965 topic_id: 4855 reply_id: 19649[/import]

That would be great. just one file that you know works would be ok.
(address removed)

Thanks a lot for the assistance.
Just so others reading know. This still did not produce any sound on the Nexus One. I don’t know if it is limited to the Nexus One… So maybe I should just say this is not producing any sound on Android devices.

I have tried both of these.
local knockSound = audio.loadSound(“sfxbuzzerlong.wav”)
audio.play( knockSound )

and

local knockSound = media.newEventSound( “sfxbuzzerlong.wav”)
media.playSound( knockSound )

I have tried to target build as 2.2 and 2.0.1
No sound on any of these.

I am using the Windows version of Corona. Perhaps it is the problem?
Anyone else noticed this?
Should I report a bug?

Ben [import]uid: 28534 topic_id: 4855 reply_id: 19651[/import]

Can I suggest using something other than WAV? I’ve always had issues with WAVs in Android builds. (I use mp3 or ogg.)

I don’t use Windows but yeah, that’s been my experience. Perhaps test with a different format just to troubleshoot it? [import]uid: 10144 topic_id: 4855 reply_id: 19667[/import]

Thanks for the suggestion.

I just built the plain vanilla web overlay sample (probably again, but I did it to be sure) which uses an mp3. Still no sound.

I have sent a bug report now. It may very well be just a Windows version thing… I may try it later tonight on the Mac version to see for sure.

Thanks guys. [import]uid: 28534 topic_id: 4855 reply_id: 19671[/import]

Good luck - sorry to hear that it still isn’t working. :frowning: [import]uid: 10144 topic_id: 4855 reply_id: 19683[/import]

I am experiencing the same thing. I am using a wav file, in the main directory, bitrate of 352 kbps, and still no sound on my Samsung Captivate (2.2). I hear it just fine in the simulator.

  • Aaron
    [import]uid: 27966 topic_id: 4855 reply_id: 19878[/import]

@arog… Was you test built with the Windows version too? [import]uid: 28534 topic_id: 4855 reply_id: 19879[/import]

@BenM Yes, on Windows. I can setup a Mac tomorrow morning and try it there.

  • Aaron

[import]uid: 27966 topic_id: 4855 reply_id: 19885[/import]

Just to save anybody additional effort, we confirmed that Android device builds built via Windows are not properly copying in the audio assets. Mac builds are unaffected. We will continue to investigate this.
[import]uid: 7563 topic_id: 4855 reply_id: 19886[/import]

OK… It is officially a BUG now…

I have just built the same sample code up on the Mac version and the sound is playing on the Nexus with no problem… So you can stop looking, or pulling hair out.

It is to be expected that the new Windows platform has a few issues. But at least we now know this is one of them, so you can stop wondering whether it is a coding thing.

(edit)… beat me by seconds… I had just confirmed it here… hahaha
[import]uid: 28534 topic_id: 4855 reply_id: 19887[/import]

Glad to hear it is now a known bug; and that I can build with Mac if I really need to. I just started using Corona last week so I’m still figuring everything out and am in no hurry. :slight_smile:

  • Aaron [import]uid: 27966 topic_id: 4855 reply_id: 19888[/import]

FWIW in our internal tracking this is issue #3164. [import]uid: 6787 topic_id: 4855 reply_id: 20154[/import]

OS builds have the same result. I’ve had success avoiding the Audio libraries (which use the openal) and instead using the legacy Multimedia api calls. [import]uid: 9099 topic_id: 4855 reply_id: 20252[/import]

Also, I noticed this as one of the comments by ewing when the openal libraries were announced: “I can’t say if Ogg Vorbis will make our first release, but it is important to us.”

Was Ogg format ever supported by the audio calls? [import]uid: 9099 topic_id: 4855 reply_id: 20254[/import]