playEventSound() stops working....

Hi
In my small test game I’m using playEventSound() to play sound every time on object collision event. But I’ve noticed that onces played each sound is not played anymore - in summary: every sound is played only once. The sounds are made first with newEventSound(…) method. How this can be fixed? [import]uid: 31161 topic_id: 7031 reply_id: 307031[/import]

Can you move to the new audio engine? [import]uid: 7563 topic_id: 7031 reply_id: 24716[/import]

Hi
Yes, I’ve already moved to audio.play() and related. But another small question regarding this: I’ve got my sounds in wav files and on simulators everything works ok. But on the real device (HTC with Android) sounds don’t play. What sound files should I provide? Wav’s are not supported on these devices? [import]uid: 31161 topic_id: 7031 reply_id: 24862[/import]

Wav’s should work on Android provided they are plain old uncompressed linear PCM. Make sure they aren’t compressed in some funny format.

Also, are you using the Windows simulator? There is a bug where certain resource files are not copied into the .apk correctly in the current beta. The Mac simulator is unaffected.
[import]uid: 7563 topic_id: 7031 reply_id: 24864[/import]

Thank you for fast response!
Yes, i’m using Windows simulator. So you think the issue is related to this resource-related bug? Is there any info when it will be fixed?
BTW what resources are affected by this bug? [import]uid: 31161 topic_id: 7031 reply_id: 24865[/import]

Yes, I think it is probably the resource bug. I think the bug will be fixed in the next Windows release but I’m not sure when that will be yet. I’m also not sure when the Windows daily builds will be ready, but I hear we’re closing in.

[import]uid: 7563 topic_id: 7031 reply_id: 24866[/import]