Hi all,
I am currently developing a game in which lots of enemies die in a short time frame(but no enemies die together at the same time). I’ve found that the sound that the device is supposed to play when an enemy dies gets delayed by about .5-1 second, (even if just one of the enemies dies, as opposed to multiple in succession)
The logic for my game is pretty simple. when the enemies get touched, the sound plays, and they die. But on the device, animations of enemies’ dying get played faster than the sound. I am just using
punchSound = audio.loadSound( “audio/fx_punch_or_whack.mp3” )
at the load scene time and
audio.play(punchSound)
when the enemy gets touched.
The device I tested my game on was Galaxy S III from Samsung.
so I did a bit of research into this problem, and some replies by staff to the similar posts mention that it’s a native Android problem, not a problem with Android, and that I will find the same problem with any other apps or games I play on Android. After reading this, I went back to one of the more famous games on Android, “Dragonflight,” to see if the sound indeed was getting delayed, but I could not sense the delay at all. The sound occurred right when it was supposed to, which leads me to believe that either I am doing something wrong, or there is a workaround to this problem.
If there is a solution to my problem, please let me know. [import]uid: 145747 topic_id: 34573 reply_id: 334573[/import]