no audio on iPad running iOS 5

After seeing that thread I have decided to test my app with iOS5 which is currently pending review…

App was complied two days ago on OSX 10.6.8 (I’m not planning to upgrade to Lion till that battery life problem with macbook pro is sorted), using Xcode 4.0.2 and CoronaSDK 2011.637

So I upgraded my iPad 1 to iOS 5 and tested…

It appears to be working fine!

Tried to play thru game, kill & restart, suspend/resume, etc…

FYI, it uses both audio.loadStream (for mp3 bg music) and audio.loadSound (for sfx & short loops)

I will install Xcode 4.2, re-compile with latest daily and re-test shortly… [import]uid: 10478 topic_id: 15991 reply_id: 61069[/import]

Hi,
Xcode here 3.2.6. I am downloading 4.2 right now and let’s see if that solves the problem.
My build was 631, as I didn’t want to have the last one just in case any new bug had gone through undetected in the build…
I will test it with Xcode 4.2 and say something back.
Have any of you tested the Corona apps I mentioned (e.g. Tilt Monter) in the iPhone? (just to know that it is really a reproducible error)
Juanjo [import]uid: 65219 topic_id: 15991 reply_id: 61072[/import]

Hi,
Just tested Xcode 4.2.
The music works fine in the simulator. Tested in the device and works ok.
Thanks, Pixel Envision!!! [import]uid: 65219 topic_id: 15991 reply_id: 61082[/import]

It’s become easily repeatable for me now.

Using Latest OSX 10.7.2, Latest Corona Build 639, Xcode 4.2, and either using the Simulator or the iDevice running iOS5, I can’t use loadStream()

If I switch it to loadSound() all works.

If I play around with other builds it doesn’t seem to matter.

Corona with loadStream() running iOS5 just never works for me.

It also solves my confusion on why some worked and some didn’t.
I was using loadSound() for smaller audio, and loadStream() for background audio.

I’m going to try loadAudio() as well.

I don’t know if this is my workaround for a app killer situation for me yet, but I can get my apps to work by stop using loadStream() [import]uid: 58867 topic_id: 15991 reply_id: 61096[/import]

@gopango, @ripplfx: If you think you found a bug and it is easily repeatable for you, then you should be submitting to us a bug report with a simple test example so we can reproduce it and try to fix it.

@ripplfx: The iOS 5.0 OpenAL bug only affects audio.loadStream on iOS 5.0. It does not affect Mac. Chances are you are doing something wrong since you have the same problems on both and nobody else seems to have the same problem.

[import]uid: 7563 topic_id: 15991 reply_id: 61118[/import]

I did submit it to the bug report, twice.
The latest is case #8687

My simple test is when I use loadStream() it fails.
It doesn’t matter what code or app I’m using.

I was using Kwik for a simple app, Kwik uses loadStream() for large audio files, loadSound() for small audio files.

I discovered the workaround by making all my audio files in Kwik as short sound files.
When i did this it worked.

We weren’t writing any code at all, only using Kwik for that.
I’ve been talking with them on this issue as well.

I 'm only doing iOS 5 apps, and I’m not the only one, I see others in this thread who are seeing the same thing as me.
And if its only me, then its from Kwik, as I’m not writing the code. It does seem that gopango is also seeing this issue.

As I said, changing the loadStream() to loadSound() has worked for me.
As far as I’m concerned I can’t use loadStream() anymore, I don’t know how that is related to me only.

My computer doesn’t like loadStream() ??? [import]uid: 58867 topic_id: 15991 reply_id: 61126[/import]

Dear @ewing,
With my last post I wrote that, following @pixelenvision comment and installing the last version of Xcode, my problem was solved.
I would usually prefer to talk to Corona support or to create a support ticket because I am in a hurry about sending the app (in fact, the app had already been sent to Apple, without knowing about the loadStream() problem in iOS5). However, responses are infinitely faster here in the forums (and infinitely, from my own experience, is not an exaggeration at all ), and that is why I posted here.
Thanks anyway,
Juanjo
PS: I still think that Corona has sped up our programming engine hundreds of times, so… Thanks! [import]uid: 65219 topic_id: 15991 reply_id: 61131[/import]

@ripplfx:

I found your #8687, but couldn’t find the other you submitted. But I am unable to reproduce your problem. Your test script is incomplete and doesn’t help us reproduce the issue. I tested a different audio.loadStream test program submitted to us for the iOS 5.0 bug on the Mac Simulator, Xcode Simulator, and iPad 2 running iOS 5.0, and they all work using build 639. It is also unclear in your bug report which ‘Simulator’ you are using: Mac or Xcode.

You should go back and start again and make sure you are actually building with the latest daily build of Corona and that the test apps you are launching are not stale build/installations from a prior version.

You should also test with our example programs like SimpleMixer.
[import]uid: 7563 topic_id: 15991 reply_id: 61145[/import]

I state in my original emails and posts all the tools I’m using.

Mac OSX 10.7.2
Corona 639 (I use corona’s simulator, not Xcode)
I have Xcode 4.2 installed
My pages are generated by KWIK for this project, also the latest version 1.6.5

KWIK writes out loadStream() for its larger audio files
and loadSound() for the shorter ones.

Any audio file played by loadStream() fails, on 5 different iDevices using iOS
compiled on 2 different macs

If I replace all loadStream() calls with loadSound() it works

I’m not doing anything outside of KWIK, They say its Corona’s issue and his hands are tied.
He suggested i just ship with loadSound()

Again
MacOSX 10.7.2
Corona 639
Kwik 1.6.5
I use the Corona Simulator that Kwik opens
I use Corona Simulator to Build the app.

The audio is broken both in the corona simulator and the iDevice if I build and install
only with the loadStream() calls
I’m not sure how else I can report this.

I’m moving on it it seems that everyone is pointing to everyone else with its not my fault.
But I can reproduce it on many devices with multiple Macs doing the build.

I get it I’m writing all wrong code which I’m not using Kwik to generate pages that Corona builds
I have to go in myself to change the code to get it to work. Not the other way around.

I understand you may have some way of doing it in SimpleMixer, but I needed to use Kwik for this project to get it done fast by a non-programmer. Should I not be using Kwik, it came with your install tools?
And yes I have been talking to them, they are now suggesting I use loadSound now as well.
so now I flag every audio file from within kwik to be a “Short Audio” which then writes loadSound() calls.
The other email I have on the bug report was #8665 yesterday, but I’m not sure what was in the exact wording, I have a reply email that you got the submission. I’ve done too many back and forth emails and posts now to remember them all.
I’ve now moved on to loadSound(), and I’ll deal with any issues that brings up when it does. [import]uid: 58867 topic_id: 15991 reply_id: 61155[/import]

Just to clarify to other users, Kwik uses the basic loadStream or loadSound (there is no different APIs or callings for Corona’s audio API). The code is simple as the samples from the API page:

local my\_audio = audio.loadStream("satoque32m.mp3" )   
audio.play( my\_audio )   

It is unfortunately that ripplfx is facing these issues (not reproducible in my Mac or iOS5 updated devices) - we are chatting about this in Kwik’s premises.

Alex [import]uid: 4883 topic_id: 15991 reply_id: 61176[/import]

OK In working with Kwik, I got a MP3 file that works in my project.
I re-encoded my MP3 (which I’ve been using for weeks)
and it now works.

I exported it as mono 2200, and now it works.
Interesting and I don’t know why, but I’m going with it.
Re-encoding all my MP3, leave it in loadStream()
THANKS!!! [import]uid: 58867 topic_id: 15991 reply_id: 61180[/import]

@d3mac123 Thanks for jumping in. Is ripplfx the only one having a problem?
[import]uid: 7563 topic_id: 15991 reply_id: 61182[/import]

I had another user with a related issue as well. I am sending a newsletter in a few minutes asking all Kwik users to update their Corona’s build before working with iOS5 projects.

I will keep you all posted in the case of future issues.

Alex [import]uid: 4883 topic_id: 15991 reply_id: 61185[/import]

Hi,

I got my iPad upgrade to iOS 5 finally.

I test lots of my old projects (already in app store.) And I found lots of them can’t work correctly.

And I also found the buggy apps will cause my iPad reboot. Wow, that is not good.

But some of the works using media.playSound() looks fine?!

I think I need to upgrade my apps ASAP.

Bob [import]uid: 20999 topic_id: 15991 reply_id: 61255[/import]

My solution is working, but its still strange.
I can’t use loadStream() with reliable results
I can use media.playSound() or loadSound() and all is good
I also found that a large amount of some MP3 I had given to
me from a client to use had to be re-exported.
Once I made them smaller, then loadStream() worked.
I converted them from Stereo 44hz to Mono 22hz.
When I did that I could go back to my original code and continue
to use loadStream()

So I’m just going with that. Building the app with build639
has shown no other issues in running apps in iOS5. [import]uid: 58867 topic_id: 15991 reply_id: 61298[/import]

Hi,

I’m having some issues with iOS 5’s regression bug. The workaround that you guys put into the daily builds is working pretty well for most devices, but I’m having issues on one of the iPhone 4’s ( model # MC318LL) that’s running on ios 5 we have here at the office.

It doesn’t play any audio files that I play using the audio.loadSound or audio.loadStream functions. There’s not even a little period of it playing, just no sound whatsoever. I haven’t been able to figure out what is so different between this iPhone and every other iPad, iPod Touch and iPhone we have. Are there any possible solutions that you could suggest?

Edit: I am using build 653, and have audio files set at 22050Hz Mono. Still no dice.

Thanks,

Matt
W2MD [import]uid: 10211 topic_id: 15991 reply_id: 65127[/import]

Did the audio.load* api successfully return a handle?
Are you sure the mute (ring silencer) switch isn’t activated on your iPhone?
[import]uid: 7563 topic_id: 15991 reply_id: 65131[/import]

You called it man. The phone was the problem, not the functions. Thanks anyway.

-Matt
W2MD [import]uid: 10211 topic_id: 15991 reply_id: 65470[/import]

I think there’s a bit of a mixup regarding when these problems were fixed.
The iOS5 audio issues were fixed starting with build 2011.645.

EDIT:
Sorry, when I wrote this I was responding to some of the previous messages and forgot to look at the message date… They were old messages… DUH! Sorry…
[import]uid: 70847 topic_id: 15991 reply_id: 65477[/import]

I tested my app with audio for the first time on my iPad 2 (iOS 5) and no sound.
Build 2011.695.

I play the sound like this:

targetSound = audio.loadSound(“target.wav”)
audio.play(targetSound)

I’ll investigate and let you know. [import]uid: 77660 topic_id: 15991 reply_id: 70158[/import]