Ogg was available on Mac and Windows, but not iOS or Android.
I pushed in Ogg and MP3 today for Android. It is expected to appear in our first public daily build. We have no plans to include Ogg on iOS due to size, performance, and battery concerns on iOS.
[import]uid: 7563 topic_id: 4855 reply_id: 20255[/import]
Hi ewing,
is MP3 support now available for Android builds with the current daily build?
And when will it be ready with the public builds?
[import]uid: 11219 topic_id: 4855 reply_id: 23663[/import]
MP3 and Ogg support was added to Android and is available starting with the very first daily build.
I do not know yet when the next public build will be released.
[import]uid: 7563 topic_id: 4855 reply_id: 23713[/import]
audio.play() doesn’t work with MP3 on Android, only uncompressed WAV works. [import]uid: 18260 topic_id: 4855 reply_id: 23893[/import]
Thanks for your response, ewing.
aguierri: Are you talking about v 268? [import]uid: 11219 topic_id: 4855 reply_id: 23903[/import]
@benlebt yes, downloaded the SDK v268 hours ago and tried on a brand new Nexus S. For example, MP3 works on the simulator but doesn’t on the device. Using WAV solves the problem. [import]uid: 18260 topic_id: 4855 reply_id: 23906[/import]
OK then. As ewing wrote above, it works in the daily builds (which you receive when you pay for a subscription) and will be rolled out to all with the next public release. [import]uid: 11219 topic_id: 4855 reply_id: 23907[/import]
So is it not ok to use .ogg files for iOS builds? I have an event sound that is 8k as .ogg versus 45 k as an aif. [import]uid: 10361 topic_id: 4855 reply_id: 23924[/import]
Anyone got the official state of play for audio on Android built on Windows…Ansca?
Does it work, what format should be used.
Be good to get an official line on this to save waste of time
Cheers [import]uid: 40581 topic_id: 4855 reply_id: 28257[/import]
According to the release notes for the latest Windows build this should now work. I will test it out shortly with my 352 kbps .wav file that does work in the OSX version of the SDK.
https://developer.anscamobile.com/downloads/coronasdk#windows-release-notes
- Aaron
[import]uid: 27966 topic_id: 4855 reply_id: 28333[/import]
Hello arog
So have you tested it? what are the results? I’ve tried to build my app with mp3-s for Android in debug mode but still no sound. I’m using audio.play() and other stuff. [import]uid: 31161 topic_id: 4855 reply_id: 28587[/import]
Audio fails on my device with build Corona.2011.312 , but works fine on release 268. So I went back to that [import]uid: 11459 topic_id: 4855 reply_id: 28706[/import]
So there is no ANY way to have audio on Android device - audio., media., mp3-s, wav-s, Win or Mac - anything? [import]uid: 31161 topic_id: 4855 reply_id: 28708[/import]
Audio is supposed to work. Please try the latest daily build (~317). There were some fixes that affected file packaging on Android.
[import]uid: 7563 topic_id: 4855 reply_id: 28709[/import]
Hi ewing
For Mac I can see only build 268 here - https://developer.anscamobile.com/downloads/coronasdk. For Win I’m using build 377 but I have the same issue - no sound. [import]uid: 31161 topic_id: 4855 reply_id: 28710[/import]
I think audio is supposed to generally work in the latest Windows build, though it doesn’t have all our fixes found in 317.
Make sure you use flat file hierarchies for now. (Might be fixed in 317.)
For .wav, make sure you use uncompressed linear PCM, 16-bit integer, little endian.
For .mp3, the same decoder is used for Android and Windows. If the mp3 doesn’t play in either, then you might have some weird .mp3 encoding which we don’t support.
We don’t have any guidelines on ogg right now. But keep in mind we don’t support ogg on iOS, just Mac, Windows, Android.
[import]uid: 7563 topic_id: 4855 reply_id: 28714[/import]
Hmmm…seem to be going round in circles here, still no sound
Here is a simple test that works fine in the sim but nothing on the actual android
I am using the latest beta of Windows build 2011.377
Here’s a bit of test code I am using
– Load sounds
local soundID = audio.loadSound( “horn.mp3” )
playBeep = function()
audio.play( soundID )
end
playBeep()
[import]uid: 40581 topic_id: 4855 reply_id: 28717[/import]
Hello
Yes, the file hierarchy is flat. And on Win I’m using latest 377 build which is available for free download (I can’t get daily builds as I’m not subscribed yet).
Regarding mp3-s encoding I’m nusre about it but I don’t think there can be something special there. Can I post you one of my mp3-s so you can check and tell whether there is something wrong with this file? [import]uid: 31161 topic_id: 4855 reply_id: 28718[/import]
Hi g.harrison
I’m experiencing the same issue… [import]uid: 31161 topic_id: 4855 reply_id: 28719[/import]
I’m using the latest Windows build (377) and .wav files work in the simulator and on my Samsung Captivate.
I realize there is the delay issue with audio.play() (see the Release Notes) but it doesn’t bother me as I’m still in early development on my app/game.
local tapSound = audio.loadSound( "tapsound.wav" )
audio.play( tapSound )
- Aaron [import]uid: 27966 topic_id: 4855 reply_id: 28754[/import]