Subject: Re: Playing Sounds in iOS
Message-ID: 3e23c57b-b27b-4153-9b98-1edc9ee18...@gmail.com
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I think this ought to be answer there is a file tSoundFile -- does that
work? May be moot now that you've solved your problem
-- Peter
Peter M. Brigham
Thanks so much for you patience, Chris . . . I'm learning a lot from you, but
unfortunately, I'm still not able to play sounds in iOS. In answer to your
questions and points:
I am not able to play sounds in either the simulator nor my iPad.
The answer command you suggest (very clever!) returns
learning a lot from you, but
unfortunately, I'm still not able to play sounds in iOS. In answer to your
questions and points:
I am not able to play sounds in either the simulator nor my iPad.
The answer command you suggest (very clever!) returns false in the simulator
and on my iPad. Yet
On 6/21/12 12:43 PM, Roger Guay wrote:
I am not able to play sounds in either the simulator nor my iPad.
I looked back in the thread and saw you are using sound files of type
.caf. Try a different format and see if it works.
From the Apple developer notes:
The audio technologies in iOS
That is not entirely accurate. The Mac file system can be formatted as case
sensitive or not. The default is not, and there probably isn't a single person
in the world who uses case sensitivity, but hey, I'm in developer mode.
Bob
On Jun 21, 2012, at 11:16 AM, Devin Asay wrote:
Roger,
He did say that he was trying WAV too, which ought to come under the Linear PCM
ability.
On Jun 21, 2012, at 2:46 PM, J. Landman Gay jac...@hyperactivesw.com wrote:
I looked back in the thread and saw you are using sound files of type
.caf. Try a different format and see if it works.
as it is on disk. I've gotten bit by that a few times.
Chris
On Jun 21, 2012, at 11:43 AM, Roger Guay i...@mac.com wrote:
Thanks so much for you patience, Chris . . . I'm learning a lot from you, but
unfortunately, I'm still not able to play sounds in iOS. In answer to your
questions and points:
I am
+
From: Devin Asay devin_a...@byu.edu
To: How to use LiveCode use-livecode@lists.runrev.com
Subject: Re: Playing Sounds in iOS
Message-ID: 992fa676-ef2c-4e3e-a097-d1f1260e8...@byu.edu
Content-Type: text/plain; charset=us-ascii
Roger,
Maybe you've done this, but keep in mind
To: How to use LiveCode use-livecode@lists.runrev.com
Subject: Re: Playing Sounds in iOS
Message-ID: 93e8fdec-befe-4cef-bbf5-058025dcd...@me.com
Content-Type: text/plain; CHARSET=US-ASCII
Roger,
Try this. Open the Standalone Application Settings dialog. Click on Copy
Files. Look at your list
...@lists.runrev.com wrote:
Message: 23
Date: Thu, 21 Jun 2012 13:48:08 -0600
From: Chris Sheffield cmsheffi...@me.com
To: How to use LiveCode use-livecode@lists.runrev.com
Subject: Re: Playing Sounds in iOS
Message-ID: 93e8fdec-befe-4cef-bbf5-058025dcd...@me.com
Content-Type: text/plain; CHARSET=US
I think this ought to be answer there is a file tSoundFile -- does that work?
May be moot now that you've solved your problem
-- Peter
Peter M. Brigham
pmb...@gmail.com
http://home.comcast.net/~pmbrig
On Jun 21, 2012, at 4:48 PM, Roger Guay wrote:
Interesting though that the answer there
Hi all,
I'm trying to play a sound in iOS.
My code:if the environment is mobile then
mobilePlaySoundOnChannel mySnd.wav, current, now
else play mySnd.wav
I've imported mySnd.wav to the stack and I've copied it to the Non-stack files
in
Roger,
When using mobilePlaySoundOnChannel, I've always had to build the full path to
the file for it to work correctly. So if you've verified that it's copying
correctly into the app bundle and, assuming it's not in a sub folder of the
bundle, try something like this:
if the environment is
08:38:58 -0600
From: Chris Sheffield cmsheffi...@me.com
To: How to use LiveCode use-livecode@lists.runrev.com
Subject: Re: Playing Sounds in iOS
Message-ID: 4072-d477-42c7-bc36-0dc45ee0b...@me.com
Content-Type: text/plain; CHARSET=US-ASCII
Roger,
When using mobilePlaySoundOnChannel
LiveCode use-livecode@lists.runrev.com
Subject: Re: Playing Sounds in iOS
Message-ID: 4072-d477-42c7-bc36-0dc45ee0b...@me.com
Content-Type: text/plain; CHARSET=US-ASCII
Roger,
When using mobilePlaySoundOnChannel, I've always had to build the full path
to the file for it to work correctly. So
On 22/02/2012 07:37, Graham Samuel wrote:
Ken I AM using your code, and very grateful I am for it; but that doesn't stop
me being worried by RunRev apparently altering the engine to be slightly less
cross-platform than one might hope, and then not being very clear about it.
IMHO this is bad
Have a look at the environment function in the dictionary... this function will
be your friend in the circumstances in which you find yourself... for example
on openCard
if environment() = mobile then
do it this way
end if
if environment() = development then
do it
This horse being not quite dead, I will venture to flog it (gently).
I have been using 'the platform' forever too (and sometimes 'the environment'),
to do different things according to the platform I'm running on. I am greatly
admiring of the cross-platform capabilities of LC, and indeed have
On 20/02/2012 21:28, Graham Samuel wrote:
I haven't had much luck on my iOS iPad app with waiting until a sound is done
(RR have just said I found a bug), but ignoring this issue I can't get a really
simple 'play' statement to work. I have a button
play Xylo.AIF
Hi Graham,
I found it a bit
it) that for iOS one needs a full path to
the sound, but I don't know what the full path of an embedded sound would
look like.
Has anyone got iOS sounds to work in 5.0.2?
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Hi Mark
Sorry, it wasn't clear to me that embedded sounds are outlawed, only that if
one chooses to use an external sound file, one has to be more careful than in
playing sounds on other platforms. The documentation is not very clear on this
IMHO. For example, the LC Dictionary's section on
On 21/02/2012 19:57, Graham Samuel wrote:
If you can point me at an explicit statement about this in the LC
documentation, I'd be grateful.
Well, you could argue the point about the documentation, or you could
look at the code that I put on my web server. And the relevant code is
just a
Ken I AM using your code, and very grateful I am for it; but that doesn't stop
me being worried by RunRev apparently altering the engine to be slightly less
cross-platform than one might hope, and then not being very clear about it.
IMHO this is bad news for old dogs like me, and worse for
with the same result. Changing the playLoudness didn't do anything either.
I read somewhere (but can't find it) that for iOS one needs a full path to the
sound, but I don't know what the full path of an embedded sound would look like.
Has anyone got iOS sounds to work in 5.0.2?
Graham
sound would
look like.
Has anyone got iOS sounds to work in 5.0.2?
Graham
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Greetings!
My iPad app plays a sound using the iphonePlaySoundOnChannel command:
iphonePlaySoundOnChannel fSound,myAppSound,now
The sound does play, but it stops any music that the user is playing in iTunes.
How do I play a sound on iOS without disrupting the sounds of another app in
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