iOS Playing Sounds Problems

2015-06-29 Thread Randy Hengst
Hi All,

I’ve been messing with a sound problem for several hours this morning… can’t 
for the life of me see what I’m doing wrong.

I have an app in which I’m using this format for loading the sounds:
  put specialFolderPath(engine) / Blue.wav into gBlueSound
  mobileSetSoundChannelVolume Ch5,0
  mobilePlaySoundOnChannel gBlueSound, Ch5,”now


I’m using newly recorded sounds and sounds from from previous projects. The 
sounds from previous projects work just fine with this pattern… when it’s time 
to play I call:
  mobileSetSoundChannelVolume Ch5”,100
  mobilePlaySoundOnChannel gBlueSound, Ch5,”now

I’ve also tried playing the sound with this format:play 
specialFolderPath(engine) / Blue.wav” 

But, the 10 new sounds I’ve recoded play on the simulator, but not on a device… 
while the “old” sounds I’ve used before work on both.

As best I can tell the sounds are all the same …. 16 bits with a sample rate of 
44,100. I’m using .wav files but also tried .aif format.

LC 6.7.5 • Mac OS 10.2 • Xcode 6.2

Any thoughts about how I might have messed up the new sounds.

Thanks for your help.


be well,
randy

Randy Hengst
www.classroomFocusedSoftware.com


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Re: iOS Playing Sounds Problems

2015-06-29 Thread Randy Hengst
Thank you Chris! 

be well,
randy

Randy Hengst
www.classroomFocusedSoftware.com


 On Jun 29, 2015, at 1:44 PM, Randy Hengst iowahen...@mac.com wrote:
 
 I’d forgotten that… I’ll check that now.
 
 be well,
 randy
 
 Randy Hengst
 www.classroomFocusedSoftware.com
 
 
 On Jun 29, 2015, at 1:18 PM, Chris Sheffield cs_livec...@icloud.com wrote:
 
 When I have sounds that play in the simulator but not on the device, I’ve 
 found it’s almost always because I’ve not taken into account the case 
 sensitivity of iOS. OS X as I’m sure you know, by default, is not case 
 sensitive, so if your file is “Blue.wav”, you can still have “blue.wav” in 
 your code and it’ll play just fine. But that’s not so with iOS.
 
 So double check all your file and folder names first, and make sure 
 everything matches up in your code. :-)
 
 Chris
 
 
 --
 Chris Sheffield
 Read Naturally, Inc.
 www.readnaturally.com http://www.readnaturally.com/
 On Jun 29, 2015, at 11:51 AM, Randy Hengst iowahen...@mac.com wrote:
 
 Hi All,
 
 I’ve been messing with a sound problem for several hours this morning… 
 can’t for the life of me see what I’m doing wrong.
 
 I have an app in which I’m using this format for loading the sounds:
put specialFolderPath(engine) / Blue.wav into gBlueSound
mobileSetSoundChannelVolume Ch5,0
mobilePlaySoundOnChannel gBlueSound, Ch5,”now
 
 
 I’m using newly recorded sounds and sounds from from previous projects. The 
 sounds from previous projects work just fine with this pattern… when it’s 
 time to play I call:
mobileSetSoundChannelVolume Ch5”,100
mobilePlaySoundOnChannel gBlueSound, Ch5,”now
 
 I’ve also tried playing the sound with this format:play 
 specialFolderPath(engine) / Blue.wav” 
 
 But, the 10 new sounds I’ve recoded play on the simulator, but not on a 
 device… while the “old” sounds I’ve used before work on both.
 
 As best I can tell the sounds are all the same …. 16 bits with a sample 
 rate of 44,100. I’m using .wav files but also tried .aif format.
 
 LC 6.7.5 • Mac OS 10.2 • Xcode 6.2
 
 Any thoughts about how I might have messed up the new sounds.
 
 Thanks for your help.
 
 
 be well,
 randy
 
 Randy Hengst
 www.classroomFocusedSoftware.com
 
 
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Re: iOS Playing Sounds Problems

2015-06-29 Thread Magicgate Software - Skip Kimpel
I personally have had problems getting sounds to work on an iPhone.  From
everything I can tell it has something to do with the iOS version I am
using.  What device and what version is the device you are testing on?

SKIP KIMPEL

On Mon, Jun 29, 2015 at 1:51 PM, Randy Hengst iowahen...@mac.com wrote:

 Hi All,

 I’ve been messing with a sound problem for several hours this morning…
 can’t for the life of me see what I’m doing wrong.

 I have an app in which I’m using this format for loading the sounds:
   put specialFolderPath(engine) / Blue.wav into gBlueSound
   mobileSetSoundChannelVolume Ch5,0
   mobilePlaySoundOnChannel gBlueSound, Ch5,”now


 I’m using newly recorded sounds and sounds from from previous projects.
 The sounds from previous projects work just fine with this pattern… when
 it’s time to play I call:
   mobileSetSoundChannelVolume Ch5”,100
   mobilePlaySoundOnChannel gBlueSound, Ch5,”now

 I’ve also tried playing the sound with this format:play
 specialFolderPath(engine) / Blue.wav”

 But, the 10 new sounds I’ve recoded play on the simulator, but not on a
 device… while the “old” sounds I’ve used before work on both.

 As best I can tell the sounds are all the same …. 16 bits with a sample
 rate of 44,100. I’m using .wav files but also tried .aif format.

 LC 6.7.5 • Mac OS 10.2 • Xcode 6.2

 Any thoughts about how I might have messed up the new sounds.

 Thanks for your help.


 be well,
 randy

 Randy Hengst
 www.classroomFocusedSoftware.com


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 use-livecode@lists.runrev.com
 Please visit this url to subscribe, unsubscribe and manage your
 subscription preferences:
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Re: iOS Playing Sounds Problems

2015-06-29 Thread Magicgate Software - Skip Kimpel
Actually, my issue was with beep.  On second look, it does not appear to
be the same issue.  Just for reference, here was the bug reported for that:
http://quality.runrev.com/show_bug.cgi?id=15355

SKIP KIMPEL

On Mon, Jun 29, 2015 at 2:10 PM, Magicgate Software - Skip Kimpel 
s...@magicgate.com wrote:

 I personally have had problems getting sounds to work on an iPhone.  From
 everything I can tell it has something to do with the iOS version I am
 using.  What device and what version is the device you are testing on?

 SKIP KIMPEL

 On Mon, Jun 29, 2015 at 1:51 PM, Randy Hengst iowahen...@mac.com wrote:

 Hi All,

 I’ve been messing with a sound problem for several hours this morning…
 can’t for the life of me see what I’m doing wrong.

 I have an app in which I’m using this format for loading the sounds:
   put specialFolderPath(engine) / Blue.wav into gBlueSound
   mobileSetSoundChannelVolume Ch5,0
   mobilePlaySoundOnChannel gBlueSound, Ch5,”now


 I’m using newly recorded sounds and sounds from from previous projects.
 The sounds from previous projects work just fine with this pattern… when
 it’s time to play I call:
   mobileSetSoundChannelVolume Ch5”,100
   mobilePlaySoundOnChannel gBlueSound, Ch5,”now

 I’ve also tried playing the sound with this format:play
 specialFolderPath(engine) / Blue.wav”

 But, the 10 new sounds I’ve recoded play on the simulator, but not on a
 device… while the “old” sounds I’ve used before work on both.

 As best I can tell the sounds are all the same …. 16 bits with a sample
 rate of 44,100. I’m using .wav files but also tried .aif format.

 LC 6.7.5 • Mac OS 10.2 • Xcode 6.2

 Any thoughts about how I might have messed up the new sounds.

 Thanks for your help.


 be well,
 randy

 Randy Hengst
 www.classroomFocusedSoftware.com


 ___
 use-livecode mailing list
 use-livecode@lists.runrev.com
 Please visit this url to subscribe, unsubscribe and manage your
 subscription preferences:
 http://lists.runrev.com/mailman/listinfo/use-livecode



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Re: iOS Playing Sounds Problems

2015-06-29 Thread Chris Sheffield
When I have sounds that play in the simulator but not on the device, I’ve found 
it’s almost always because I’ve not taken into account the case sensitivity of 
iOS. OS X as I’m sure you know, by default, is not case sensitive, so if your 
file is “Blue.wav”, you can still have “blue.wav” in your code and it’ll play 
just fine. But that’s not so with iOS.

So double check all your file and folder names first, and make sure everything 
matches up in your code. :-)

Chris


--
Chris Sheffield
Read Naturally, Inc.
www.readnaturally.com http://www.readnaturally.com/
 On Jun 29, 2015, at 11:51 AM, Randy Hengst iowahen...@mac.com wrote:
 
 Hi All,
 
 I’ve been messing with a sound problem for several hours this morning… can’t 
 for the life of me see what I’m doing wrong.
 
 I have an app in which I’m using this format for loading the sounds:
  put specialFolderPath(engine) / Blue.wav into gBlueSound
  mobileSetSoundChannelVolume Ch5,0
  mobilePlaySoundOnChannel gBlueSound, Ch5,”now
 
 
 I’m using newly recorded sounds and sounds from from previous projects. The 
 sounds from previous projects work just fine with this pattern… when it’s 
 time to play I call:
  mobileSetSoundChannelVolume Ch5”,100
  mobilePlaySoundOnChannel gBlueSound, Ch5,”now
 
 I’ve also tried playing the sound with this format:play 
 specialFolderPath(engine) / Blue.wav” 
 
 But, the 10 new sounds I’ve recoded play on the simulator, but not on a 
 device… while the “old” sounds I’ve used before work on both.
 
 As best I can tell the sounds are all the same …. 16 bits with a sample rate 
 of 44,100. I’m using .wav files but also tried .aif format.  
 
 LC 6.7.5 • Mac OS 10.2 • Xcode 6.2
 
 Any thoughts about how I might have messed up the new sounds.
 
 Thanks for your help.
 
 
 be well,
 randy
 
 Randy Hengst
 www.classroomFocusedSoftware.com
 
 
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Re: iOS Playing Sounds Problems

2015-06-29 Thread Randy Hengst
I’d forgotten that… I’ll check that now.

be well,
randy

Randy Hengst
www.classroomFocusedSoftware.com


 On Jun 29, 2015, at 1:18 PM, Chris Sheffield cs_livec...@icloud.com wrote:
 
 When I have sounds that play in the simulator but not on the device, I’ve 
 found it’s almost always because I’ve not taken into account the case 
 sensitivity of iOS. OS X as I’m sure you know, by default, is not case 
 sensitive, so if your file is “Blue.wav”, you can still have “blue.wav” in 
 your code and it’ll play just fine. But that’s not so with iOS.
 
 So double check all your file and folder names first, and make sure 
 everything matches up in your code. :-)
 
 Chris
 
 
 --
 Chris Sheffield
 Read Naturally, Inc.
 www.readnaturally.com http://www.readnaturally.com/
 On Jun 29, 2015, at 11:51 AM, Randy Hengst iowahen...@mac.com wrote:
 
 Hi All,
 
 I’ve been messing with a sound problem for several hours this morning… can’t 
 for the life of me see what I’m doing wrong.
 
 I have an app in which I’m using this format for loading the sounds:
 put specialFolderPath(engine) / Blue.wav into gBlueSound
 mobileSetSoundChannelVolume Ch5,0
 mobilePlaySoundOnChannel gBlueSound, Ch5,”now
 
 
 I’m using newly recorded sounds and sounds from from previous projects. The 
 sounds from previous projects work just fine with this pattern… when it’s 
 time to play I call:
 mobileSetSoundChannelVolume Ch5”,100
 mobilePlaySoundOnChannel gBlueSound, Ch5,”now
 
 I’ve also tried playing the sound with this format:play 
 specialFolderPath(engine) / Blue.wav” 
 
 But, the 10 new sounds I’ve recoded play on the simulator, but not on a 
 device… while the “old” sounds I’ve used before work on both.
 
 As best I can tell the sounds are all the same …. 16 bits with a sample rate 
 of 44,100. I’m using .wav files but also tried .aif format. 
 
 LC 6.7.5 • Mac OS 10.2 • Xcode 6.2
 
 Any thoughts about how I might have messed up the new sounds.
 
 Thanks for your help.
 
 
 be well,
 randy
 
 Randy Hengst
 www.classroomFocusedSoftware.com
 
 
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Re: iOS Playing Sounds Problems

2015-06-29 Thread Chris Sheffield
You’re very welcome. :-)


 On Jun 29, 2015, at 12:55 PM, Randy Hengst iowahen...@mac.com wrote:
 
 Thank you Chris! 
 
 be well,
 randy
 
 Randy Hengst
 www.classroomFocusedSoftware.com
 
 
 On Jun 29, 2015, at 1:44 PM, Randy Hengst iowahen...@mac.com wrote:
 
 I’d forgotten that… I’ll check that now.
 
 be well,
 randy
 
 Randy Hengst
 www.classroomFocusedSoftware.com
 
 
 On Jun 29, 2015, at 1:18 PM, Chris Sheffield cs_livec...@icloud.com wrote:
 
 When I have sounds that play in the simulator but not on the device, I’ve 
 found it’s almost always because I’ve not taken into account the case 
 sensitivity of iOS. OS X as I’m sure you know, by default, is not case 
 sensitive, so if your file is “Blue.wav”, you can still have “blue.wav” in 
 your code and it’ll play just fine. But that’s not so with iOS.
 
 So double check all your file and folder names first, and make sure 
 everything matches up in your code. :-)
 
 Chris
 
 
 --
 Chris Sheffield
 Read Naturally, Inc.
 www.readnaturally.com http://www.readnaturally.com/
 On Jun 29, 2015, at 11:51 AM, Randy Hengst iowahen...@mac.com wrote:
 
 Hi All,
 
 I’ve been messing with a sound problem for several hours this morning… 
 can’t for the life of me see what I’m doing wrong.
 
 I have an app in which I’m using this format for loading the sounds:
   put specialFolderPath(engine) / Blue.wav into gBlueSound
   mobileSetSoundChannelVolume Ch5,0
   mobilePlaySoundOnChannel gBlueSound, Ch5,”now
 
 
 I’m using newly recorded sounds and sounds from from previous projects. 
 The sounds from previous projects work just fine with this pattern… when 
 it’s time to play I call:
   mobileSetSoundChannelVolume Ch5”,100
   mobilePlaySoundOnChannel gBlueSound, Ch5,”now
 
 I’ve also tried playing the sound with this format:play 
 specialFolderPath(engine) / Blue.wav” 
 
 But, the 10 new sounds I’ve recoded play on the simulator, but not on a 
 device… while the “old” sounds I’ve used before work on both.
 
 As best I can tell the sounds are all the same …. 16 bits with a sample 
 rate of 44,100. I’m using .wav files but also tried .aif format.   
 
 LC 6.7.5 • Mac OS 10.2 • Xcode 6.2
 
 Any thoughts about how I might have messed up the new sounds.
 
 Thanks for your help.
 
 
 be well,
 randy
 
 Randy Hengst
 www.classroomFocusedSoftware.com
 
 
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