iOS Playing Sounds Problems
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
Re: iOS Playing Sounds Problems
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 ___ 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 ___ 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 ___ 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 ___ 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
Re: iOS Playing Sounds Problems
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 ___ 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
Re: iOS Playing Sounds Problems
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 ___ 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
Re: iOS Playing Sounds Problems
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 ___ 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 ___ 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
Re: iOS Playing Sounds Problems
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 ___ 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 ___ 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 ___ 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
Re: iOS Playing Sounds Problems
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 ___ 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 ___ 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 ___ 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 ___ 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 ___ 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