Hello,
During the menu of my game there’s only 1 music playing with audio.loadStream(), no other sounds but it’s strange quality… there’re sort of pause/lags!
It was perfect in the build #925 but not now anymore (#962) on my Nexus S (Android 4.1.2). What did you change?
[import]uid: 107239 topic_id: 32815 reply_id: 332815[/import]
We switched over to use Android’s native OpenSL audio library on Android 2.3 and above. It fixes audio issues on particular devices and is supposed to have better performance on Android 4.1 devices.
Can you please try testing sample app “Media/SimpleMixer” that is included in the Corona SDK on your Nexus S to see if that has the same audio issue?
If that sample app does not have any problems, then this is probably a decoding issue with your particular audio files. If that’s the case, then can you send us a simple project that can reproduce this issue with your audio files please? You can do so by clicking the “Report a Bug” link at the top of this web page. Thanks.
[import]uid: 32256 topic_id: 32815 reply_id: 130473[/import]
We switched over to use Android’s native OpenSL audio library on Android 2.3 and above. It fixes audio issues on particular devices and is supposed to have better performance on Android 4.1 devices.
Can you please try testing sample app “Media/SimpleMixer” that is included in the Corona SDK on your Nexus S to see if that has the same audio issue?
If that sample app does not have any problems, then this is probably a decoding issue with your particular audio files. If that’s the case, then can you send us a simple project that can reproduce this issue with your audio files please? You can do so by clicking the “Report a Bug” link at the top of this web page. Thanks.
[import]uid: 32256 topic_id: 32815 reply_id: 130473[/import]
Also trying testing your app with build #944.
This will help us isolate the issue. Thanks! [import]uid: 32256 topic_id: 32815 reply_id: 130489[/import]
I’ll try the build #944 and the “Media/SimpleMixer” sample too but I forgot to say I have the warning ID3v2 invalid/unsupported frame, if it can already help.
By the way, the new audio library what is the recommended frequence and rate for a mp3 file? [import]uid: 107239 topic_id: 32815 reply_id: 130491[/import]
Also trying testing your app with build #944.
This will help us isolate the issue. Thanks! [import]uid: 32256 topic_id: 32815 reply_id: 130489[/import]
I’ll try the build #944 and the “Media/SimpleMixer” sample too but I forgot to say I have the warning ID3v2 invalid/unsupported frame, if it can already help.
By the way, the new audio library what is the recommended frequence and rate for a mp3 file? [import]uid: 107239 topic_id: 32815 reply_id: 130491[/import]
Corona supports 11, 22, and 44 kHz audio files. This is documented here…
http://developer.coronalabs.com/partner/audionotes
If you are trying to keep your app within the 50 MB Google Play limit, then I recommend 22 kHz and mono. [import]uid: 32256 topic_id: 32815 reply_id: 130501[/import]
Corona supports 11, 22, and 44 kHz audio files. This is documented here…
http://developer.coronalabs.com/partner/audionotes
If you are trying to keep your app within the 50 MB Google Play limit, then I recommend 22 kHz and mono. [import]uid: 32256 topic_id: 32815 reply_id: 130501[/import]
After hours of investigation I found some clues…
I thought the problem could be my mp3 music which display the following warning when compiled :
[…\src\libmpg123\id3.c:693] warning: ID3v2: skipping invalid/unsupport
ed frame
The guilty is Goldwave because even with the last lame_enc.dll it generates an mp3 which causes this warning. So I used Audacity and now when I compile my app there’s no warning at all. So I thought it would be ok now with the last builds but no, there’re still scratch/cracking/breakup! 
Finally, I tried my app test with the build #944 and the sound is clear like before. It means that problem is because of the new audio library.
App test :
local music_snd
music_snd=audio.loadStream(“zik.mp3”)
audio.play(music_snd,{loops=-1}) [import]uid: 107239 topic_id: 32815 reply_id: 130554[/import]
After hours of investigation I found some clues…
I thought the problem could be my mp3 music which display the following warning when compiled :
[…\src\libmpg123\id3.c:693] warning: ID3v2: skipping invalid/unsupport
ed frame
The guilty is Goldwave because even with the last lame_enc.dll it generates an mp3 which causes this warning. So I used Audacity and now when I compile my app there’s no warning at all. So I thought it would be ok now with the last builds but no, there’re still scratch/cracking/breakup! 
Finally, I tried my app test with the build #944 and the sound is clear like before. It means that problem is because of the new audio library.
App test :
local music_snd
music_snd=audio.loadStream(“zik.mp3”)
audio.play(music_snd,{loops=-1}) [import]uid: 107239 topic_id: 32815 reply_id: 130554[/import]
News :
I tried the app test (build #964) on Samsung Tab 2 GT-P5110 (Android 4.0.3) and the music is ok but on the Google Nexus S i9023 (Android 4.1.2) the problem occurs.
The new audio library has problem with a type of device or with the latest android version ? [import]uid: 107239 topic_id: 32815 reply_id: 130596[/import]
News :
I tried the app test (build #964) on Samsung Tab 2 GT-P5110 (Android 4.0.3) and the music is ok but on the Google Nexus S i9023 (Android 4.1.2) the problem occurs.
The new audio library has problem with a type of device or with the latest android version ? [import]uid: 107239 topic_id: 32815 reply_id: 130596[/import]
What frequency is your audio file recorded at? 11, 22, or 44 kHz?
That will help us isolate this issue.
Also, can you send us a small project with your audio file please?
For some reason our audio files are not able to reproduce this issue and we thinking that there must be an encoding/frequency difference.
[import]uid: 32256 topic_id: 32815 reply_id: 130722[/import]
What frequency is your audio file recorded at? 11, 22, or 44 kHz?
That will help us isolate this issue.
Also, can you send us a small project with your audio file please?
For some reason our audio files are not able to reproduce this issue and we thinking that there must be an encoding/frequency difference.
[import]uid: 32256 topic_id: 32815 reply_id: 130722[/import]
Thanks for the last build of today (#967), now the music is also perfect on Android 4.1.2
[import]uid: 107239 topic_id: 32815 reply_id: 130901[/import]
Thanks for the last build of today (#967), now the music is also perfect on Android 4.1.2
[import]uid: 107239 topic_id: 32815 reply_id: 130901[/import]
Thanks for testing. Glad 967 fixed it.
[import]uid: 7563 topic_id: 32815 reply_id: 130960[/import]
Thanks for testing. Glad 967 fixed it.
[import]uid: 7563 topic_id: 32815 reply_id: 130960[/import]
Here the sample file which had problem between builds ]#944 and #967[
http://webnight.free.fr/soundtest.zip [import]uid: 107239 topic_id: 32815 reply_id: 131394[/import]