Ok people bare with these questions may have been asked before but from searching only found contradicting information. Hopefully this thread can clear things up for me and help others.
I have been making a arcade style shooter which has lots of explosions, some times a chain of explosions up to 50 which I know is more than the available channels of audio (32), each explosion triggers a audio sample. When testing on various android devices I get a different reactions from the devices:
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The device just does its best and plays multiple instances of the explosion sound and continues happily.
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As soon as 3+ of the same file is triggered the audio begins to heavily stutter.
Now I know that my code is half of the reason for the stuttering but do find it strange that some devices handle it happily with 20+ of a single sample played whilst others topple with 3+.
Does any one have some knowledge and experience of this themselves?
Secondly what are the best formats to use for iphone vs android.
Here is what I think is the best from research:
Iphone: music: mp3 128kbps (audio.stream), fx: wav. mono 22050kHz 16-bit (audio.load)
This is where I am not very sure, the docs suggest ogg is best but I thought that using ogg means the sound has to be decoded and hardware PCM is not used?
Android: music: ogg 128 kbps(audio.stream), fx ??? ogg or wav.
Can people please come into the discussion with what they think is the best way to deal with audio formats on various hardware?
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