Hi,
I’ve switched from the iOS development to more universal builds. So now I want to make the corona-coded game run on Android platforms.
I found problems with sounds though.
On iOS I was using AIF sounds (AIFC to be exact), and afinfo on my Mac shows the following info for those files:
File: Waterfall.aif
File type ID: AIFC
Num Tracks: 1
----
Data format: 2 ch, 44100 Hz, 'ima4' (0x00000000) 0 bits/channel, 68 bytes/packet, 64 frames/packet, 0 bytes/frame
Channel layout: Stereo (L R)
estimated duration: 1.828571 sec
audio bytes: 85680
audio packets: 1260
bit rate: 374850 bits per second
packet size upper bound: 68
maximum packet size: 68
audio data file offset: 118
optimized
But on the Android device I get no sound at all from those files.
I tried experimenting with different formats, sometimes app crashes (when I used some weird options while converting to WAV), but using 16 bit Little Endian format for Wav - I managed to get the app play the sounds. But it got up in size from ~50MB on iOS (with AIF sounds) up to ~180MB with WAVs.
afinfo shows the following with the new WAVs:
File: Waterfall.wav
File type ID: WAVE
Num Tracks: 1
----
Data format: 2 ch, 44100 Hz, 'lpcm' (0x0000000C) 16-bit little-endian signed integer
no channel layout.
estimated duration: 1.828571 sec
audio bytes: 322560
audio packets: 80640
bit rate: 1411200 bits per second
packet size upper bound: 4
maximum packet size: 4
audio data file offset: 4096
optimized
source bit depth: I16
----
What’s the preferred format (file and data format) to use on Android devices? By that I mean both the ‘regular’ android as well as Nook/Kindle Fire - as I tested some time ago, the Nook didn’t play ogg/mp3 sounds that my Galaxy Tab now can play… [import]uid: 120659 topic_id: 33501 reply_id: 333501[/import]