playSound and playEventSound sound channel mixing issue

I have noted a pretty apparent issue with the way the sound is mixed.

When a piece of music is playing using playSound, the volume of the event sound is much softer than playing the event sound by itself with out the playSound on the background.

Is it my ears? iPhone? or is this a SDK issue. [import]uid: 6066 topic_id: 1036 reply_id: 301036[/import]

We’ll look into it (logged as bug #217).

Can you send a test case for this to beta@anscamobile.com?

Note that there is volume control for playSound as of Beta 4, which might help with tweaking relative sound levels. [import]uid: 3007 topic_id: 1036 reply_id: 2626[/import]

The live example is my game PANDABELLA?

I will create a simple testcase soon and have it sent over? [import]uid: 6066 topic_id: 1036 reply_id: 2750[/import]

The volume control didn’t seem to do anything under testing but im investigating further.

On another note once an mp3 has been played the user is no longer able to change the volume of the game using the iPhone volume rocker, it instead always adjusts the mp3 volume [import]uid: 5354 topic_id: 1036 reply_id: 2789[/import]

This second issue is now logged as bug #232, although it may be related to #217 above. [import]uid: 3007 topic_id: 1036 reply_id: 2808[/import]

Is the sound / volume going to be fixed before the 2.0 release? [import]uid: 5354 topic_id: 1036 reply_id: 5867[/import]

Corona 2.0 has been released and I don’t know of any bugs related to sound volume. Can you test and let us know if there is still an issue? The AudioPlayer sample app uses both sound functions to play sounds. Note, there is not volume control for playEventSounds.

-Tom [import]uid: 7559 topic_id: 1036 reply_id: 6098[/import]

Hi Tom

Do you mean that the user cannot change the volume of event sounds using the iPhone’s volume rocker. Let me refer you to previous emails I have had with Ansca (Eric).

Below
Ok, to fix the sound issue we have to add a new API. It won’t be very complex, it’s basically the same as eventSound but we need to retain that as is for backwards compatibility. Hopefully this will be in the next drop. If you need, we can provide you with an advance version to see if it works for you.
–Eric

On Tue, Jun 22, 2010 at 5:41 PM, Matthew Pringle wrote:
I think os4 upgrade set my mobile me account to a .mac account on my iPhone, odd, should be fixed now

For me it’s a priority but no more than any other bug is for anyone else

I would hope it’s a simple fix, seems to have happened when you added more sound functionality (which didn’t work for me)

I can wait for the next beta drop and submit a new version then, the game still selling and it’s only really effecting people who have their volume down too low or up too high.

---------- Forwarded message ----------
From: Eric Herrmann | Ansca Mobile
Date: Tue, Jun 22, 2010 at 5:22 PM
Subject: Re: interview & quotes?
To: Matthew Pringle
I do have a couple bugs about similar issues (#217, #232). The forum issue is
http://developer.anscamobile.com/forum/2010/05/20/playsound-and-playeventsound-sound-channel-mixing-issue

Do you think this is high priority?

–E

On Tue, Jun 22, 2010 at 4:46 PM, Matthew Pringle wrote:
Hi Eric

A quick question, I’ve had a few users complaining about not being able to turn down the volume. the volume rocker changes the mp3 volume rather than the ringer (short 3 sec sound) volume.

I think I submitted this a while as a bug report but it could have about the set volume command. Anyway is this something you guys are aware of?

Sent from my iPhone
[import]uid: 5354 topic_id: 1036 reply_id: 6151[/import]

I guess I needed to be a little clearer about the EventSound volume. What I meant was there is not way to program the volume of playEventSound function. From what I understand that is by design in the IOS because the internal API is intended for short event sounds (key clicks, alerts, etc.) and the volume API is not exposed. As an added note the playEventSound does not support compressed sound formats (MP3 and AAC files).

Adding a most robust sound API is on our features list. This includes the ability to use the playSound API to start multiple sounds.

Thanks,
-Tom [import]uid: 7559 topic_id: 1036 reply_id: 6181[/import]