My app uses the “hidden” openAL functions to shift the pitch of the sounds in my game.
On iOS and Mac I use .caf files, these work with no problems. On the windows simulator which uses the oggs, the game works fine.
However on Android devices, the sounds do not play correctly,and seem to openAL entirely. Using ADB I manage to get a printout of these errors:
[code]08Testing errpr before unqueue because getting stuff, for OSX this is expected: Invalid Name I/ALmixer (11587):
OGG: total seconds of sample == (0.000000). I/SoundDecoder_SetError(11587): Out of memory I/SoundDecoder(11587): OGG: bitstream version == (0).[/code]
In the past I have had this happen when I tried to use openAL functions on a sound which had not started playing. I believe what is happening is that the sound does not start playing because openAL cannot find/decode the .ogg file, but I have no idea why. It manages to play the ogg file on my main menu fine, but goes haywire once I get to the actual gameplay screen. As I’ve already said, it works fine on iOS and even on the windows simulator so I believe the error is not due to my code.
Has anyone else experienced similar problems? [import]uid: 84115 topic_id: 31411 reply_id: 331411[/import]