Runtime Listener Sound Problem

Hello Community, I’m having problems with the execution of a sound. I loaded a sound (audio.loadSound) to execute when the game is over. The game over status is tracked by a Runtime Listener (enterFrame), and sometimes when the game starts without volume (volume = 0) and is changed inside the game (in the pause menu, volume to 1),when the game is over, the sound is not played. [import]uid: 81091 topic_id: 24229 reply_id: 324229[/import]

Perhaps try a print statement to ensure the function is being called and the sound is playing but it’s just muted - just to isolate the issue? [import]uid: 52491 topic_id: 24229 reply_id: 97873[/import]

This problem is when I run the game into the device (iPod Touch 2G); when I run the game into the simulator the sound is played well. What can I do? [import]uid: 81091 topic_id: 24229 reply_id: 98301[/import]

What iOS is on that? I’m not “up” on iPods but if it’s below 4.3 I’m unsure if it may simply be a little old. How is it on newer devices?

In any case, did you try the print statement? (You can use print statements on device if you are running Xcode and hooked up to your Mac via USB.) :slight_smile: [import]uid: 52491 topic_id: 24229 reply_id: 98423[/import]

How can I do that? [import]uid: 81091 topic_id: 24229 reply_id: 99030[/import]

Plug in your device and view the console in Xcode. (Open Xcode, obviously, then click console under your device and you will see the output.) [import]uid: 52491 topic_id: 24229 reply_id: 99055[/import]

Ok, thank you Peach, I’ll test it. [import]uid: 81091 topic_id: 24229 reply_id: 99064[/import]