no audio on iPad running iOS 5

Hi,

I got an app reject from apple saying “…no audio on iPad running iOS 5.”

My app was build on CORONA SDK 591 and tested well on iPad running iOS 4.3.3.

Is there any one have same issue as me? How can I get my iPad to upgrade to iOS 5?

Please help me. Thanks.

Bob [import]uid: 20999 topic_id: 15991 reply_id: 315991[/import]

As far as I know that is recently fixed on daily builds, 2011.630

Try building with it…

casenum 8401,8186: ALmixer/iOS: Workaround attempt for terrible Apple OpenAL regression bug in iOS 5 dealing with streaming sources. Also includes resync with ALmixer mainline to try to fix 59TestingError messages/errors. [import]uid: 10478 topic_id: 15991 reply_id: 59290[/import]

Hi
I am still using Xcode 3… and iOS 4.3.5.
I installed iOs 5 on my iPad but Xcode said that I have to download Xcode 4.2. I know then Corona is working with Xcode 4.1.
So the question is should I install iOs5 (developer release ) and Xcode 4.2 or with no worries submit my app with was compiled with Xcode 3… on iOs 4.3.5 ? Corona SDK 2011.612
I’am right now ready to submit my new game.
[import]uid: 13156 topic_id: 15991 reply_id: 59297[/import]

Hi
I just installed Xcode 4.2, IOs 5 and todays corona build Version 631 every thing works perfect.
My game also.
[import]uid: 13156 topic_id: 15991 reply_id: 59299[/import]

Hi,

Thanks for the info.

Can I install Xcode 4.2 on Mac OS X 10.6.8. ?

I decide resubmit my app using Corona build 631. (Without testing it on a real device. Wish me good luck.)

Bob [import]uid: 20999 topic_id: 15991 reply_id: 59314[/import]

hi
I am using 10.6.8 too so no worries everything is ok. [import]uid: 13156 topic_id: 15991 reply_id: 59316[/import]

To get around this issue, do I have to build with Xcode 4.2?

Can I create binaries using Corona 631 using Xcode 4.0 or 4.1 on Leopard and will those binaries run on iOS 5 without this music issue?

Thanks

[import]uid: 10741 topic_id: 15991 reply_id: 59354[/import]

You can continue using Xcode 4.0/4.1 with current builds.

[import]uid: 7563 topic_id: 15991 reply_id: 59357[/import]

What I have noticed is that load a music file using the “audio.loadStream” API and then playing it with audio.play() has issues.
Before calling audio.play(), I call audio.findFreeChannel() to get a channel to play on.

We did not see this music stream issue on iOS 4.3.x devices [import]uid: 10741 topic_id: 15991 reply_id: 59358[/import]

Already discussed at the top of the thread. Work-around/fixed in build 630.
[import]uid: 7563 topic_id: 15991 reply_id: 59363[/import]

Hi,

So I am building with 631 and I still see the issue with the audio.loadStream() from my last post.
I’m assuming 631 has the fix from build 630.

I decided to download the latest stuff and re-compile our games. I still see this streaming issue.

For my own development machine, I am running this:

  • MacBook Pro 15’’ 2.53 Ghz 8GB RAM
  • Lion OS X 10.7.1
  • XCode 4.2 Build 4D199 (Posted: October 4, 2011)
  • Corona Simulator 631 (2011.631 (2011.8.2))
  • Test Device is an iPod Touch 4th Generation running iOS 5.0 (9A334) (Posted: October 4, 2011)

I’m still going through the code to see if it could be an application bug, but I consistently see this problem in all our games where we used to not see the issue on 4.3.3. [import]uid: 10741 topic_id: 15991 reply_id: 59365[/import]

I just retested 631 on an iPad 2 against 9A334 with the one reproducible test case that was actually submitted to us. There is no problem here. Everybody else has reported the problem as fixed with this build so you are the only one so far with problems.

You are going to have to submit a simple reproducible test case for us. And you should probably file a new bug with Apple, noting that this is some how different than the other one.

But I’m going to lambast you guys a little again. You guys knew about this bug as early as iOS 5 Beta 4 and you did not report it to Apple (or us) until the end of Beta 7 when they had already code frozen. This was clearly an Apple bug and not a Corona bug because audio worked fine in pre-Beta 4 and all other platforms (Mac, Windows, Android).

The tragedy is that this bug would have been fixed by Apple in time before iOS 5 had shipped if somebody had reported it when it was first discovered.

You guys are paying Apple to get access betas. Understand that when you deal with Apple betas, you must report issues if you want them fixed. This is one of the benefits you get for paying Apple money. Once they ship, you are stuck with the bugs forever (because not everybody upgrades their OS version). Never assume somebody else has filed the bug (nobody usually has). And that is beside the point. The more people that report the same bug gives it a higher priority at Apple.

Example: If every Corona user filed a feature request for syntax highlighting for Lua in Xcode, we would probably have it by now. I think the actual number of people who have filed the bug can be counted on one hand.

This particular Apple OpenAL regression bug is insidious. I was very worried we would not be able to work-around it, but we got lucky. But if your reports are true, then be very worried.

[import]uid: 7563 topic_id: 15991 reply_id: 59381[/import]

Hi, ewing

Do you mean “when users install iOS 5 on their device, some apps build with CORONA SDK before 630, will have this kind of Audio problem?”

Wow! That is a disaster. We have more then 30 apps on app store now!

Bob

[import]uid: 20999 topic_id: 15991 reply_id: 59424[/import]

Yes, when a user installs iOS 5.0, it is very likely your existing apps will not play audio correctly. You should deploy updates for all your apps using 630+.

This really is an insidious iOS regression bug. Hope there still aren’t more after-effects of this bug yet to be uncovered.
[import]uid: 7563 topic_id: 15991 reply_id: 59443[/import]

Hi,

Just to let you know.

My rejected project was passed after I rebuild it using build 631.

(I didn’t really test it on iOS 5 device myself).

Bob [import]uid: 20999 topic_id: 15991 reply_id: 59817[/import]

I’m trying to get a app built with Kwik and build 631 to work. Audio is messed up. I have all the latest builds, Kwik is saying its not their issue and to use the latest Corona build. I am, and its not working. Audio works for about 10 seconds then goes into a skips.
This is in the Simulator and a build running on iOS5 iPad [import]uid: 58867 topic_id: 15991 reply_id: 60937[/import]

Hi!
I believe things as important as this one should be sent to all paid users.
I just sent my app two days ago without knowing about this iOS5 bug.
I will have to resubmit and I have lost two Apple reviewing days, at least! [import]uid: 65219 topic_id: 15991 reply_id: 61051[/import]

Just tried Beebe’s Tilt Monster.
The app that I downloaded from the AppStore has sound the first time I play. The second time, sound stops after a few seconds.
I installed build 631.
I then installed the app with source code provided by Beebe and similar error occurs.
Sound works when splash screen launches. Then you go to Game themes & settings. Come back to splash. And… after three seconds, no more sound!!
This happens with my app too, but I wanted to give you an example that anybody can use and is reproducible.

iPhone Config Utility says:
UIKitApplication:com… : wait_fences: failed to receive reply: 10004003
UIKitApplication:com… : ???ERROR
The ???ERROR sentence is generated exactly at the same time sound stops.
I think this could apply to any app generated with Corona.
In fact, the same error happens when I launch:
- Float Free
- PONG BEATS FREE
- Fling a Fish Lite (Dolphin Lite)
Doesn’t happen with BlastMonkeys, which I guess uses other way of playing streams. It doesn’t happen with Walkabout Lite either.
(I have not tested other Corona apps)
Do you have any idea?
And could we tell Corona developers that their apps are probably not going to work correctly if they use audio.loadStream() in iOS5?
I hope we could workaround the buggy iOS5 audio thing.
Best,
Juanjo [import]uid: 65219 topic_id: 15991 reply_id: 61054[/import]

I have now spent pretty much all day (and into the night) trying to get any sound to work.
My results are the same.
Short audio files will make it through. Long files will play for a very short time, then skip and finally fail.

I’ve tried the latest build just posted as well.
I tried doing a build back on OS10.6, same result. I thought maybe it was OS10.7.2
and Xcode 4.2. But it doesn’t matter, its any Corona Build running on iOS5 now.
I’ve even tried the last 8 daily builds and even went all the way back to the last stable build
I built a simple page in Kwik, same result.

I was about to ship, now I can’t.
I’m at a lost. Nothing I can build now has any success in playing audio except short bursts of audio. [import]uid: 58867 topic_id: 15991 reply_id: 61058[/import]

Another test I have just performed:
I just tried changing all my calls to audio.loadStream()
into media.playSound()
As a result, the problem with audio is no more there.
I then tried audio.loadSound() instead of media.playSound() (even though this is a very bad way of dealing with the problem!!).
Result: it works, but the app is laggy (as expected) and it eventually crashes.
[import]uid: 65219 topic_id: 15991 reply_id: 61059[/import]