old Posted December 14, 2014 Share Posted December 14, 2014 Hello everyone, I am having issues with GM: Studio and sound on Android devices. Many sponsors have rejected our games because of the sound issues (especially on native browser) and I was wondering how the other developers that are using GM: Studio addressed this issue? Quote Link to comment Share on other sites More sharing options...
Luminous Wizard Posted December 14, 2014 Share Posted December 14, 2014 Are you testing both the new and old audio system? Quote Link to comment Share on other sites More sharing options...
old Posted December 14, 2014 Author Share Posted December 14, 2014 Are you testing both the new and old audio system? Yes, neither works for the native browser, but thanks for your suggestion. Quote Link to comment Share on other sites More sharing options...
Luminous Wizard Posted December 15, 2014 Share Posted December 15, 2014 It also depends what format you are using? And its a pleasure old 1 Quote Link to comment Share on other sites More sharing options...
old Posted December 15, 2014 Author Share Posted December 15, 2014 It also depends what format you are using? And its a pleasure Thank you for your help, was a mistake on my part, as I was using wrong format. Quote Link to comment Share on other sites More sharing options...
Luminous Wizard Posted December 15, 2014 Share Posted December 15, 2014 Thank you for your help, was a mistake on my part, as I was using wrong format. You're welcome. Glad to hear you got it working! Quote Link to comment Share on other sites More sharing options...
sandy234 Posted December 18, 2014 Share Posted December 18, 2014 can you guys tell me which format works on native browsers Quote Link to comment Share on other sites More sharing options...
old Posted December 18, 2014 Author Share Posted December 18, 2014 can you guys tell me which format works on native browsersHey, for native Android browser, try using the legacy audio system. I use Compressed format (Streamed) for background music and Compressed (un-compress on load) for sound effects. Quote Link to comment Share on other sites More sharing options...
Luminous Wizard Posted December 18, 2014 Share Posted December 18, 2014 can you guys tell me which format works on native browsers Hey Sandy, .wav would be your best possibility in GM. Simply because it is compatible with all browsers Scale the quality down so you don't have such huge file sizes, you can hardly hear the difference on mobile speakers anyway Quote Link to comment Share on other sites More sharing options...
sandy234 Posted December 24, 2014 Share Posted December 24, 2014 how to check whether browser is native android browser? Quote Link to comment Share on other sites More sharing options...
Ivatrix Posted December 30, 2014 Share Posted December 30, 2014 Found this for you Sandy, is this what you meant? http://stackoverflow.com/questions/14701951/javascript-detect-android-native-browser You could do it with a javascript extension. Hey since it's relevant: I noticed that Game Maker appeared to have converted all my .ogg into .wav files, does this create a larger file size for the project? Quote Link to comment Share on other sites More sharing options...
Shoozes Posted December 30, 2014 Share Posted December 30, 2014 If the browser is using WebGL, use the new audio engine. If the browser is NOT using WebGL, then use the legacy sound engine. If you use auto detect, set up some sound scripts like so..if(audio_system() == audio_old_system)then //No WebGL - So use old system.{ sound_play(argument0); //Play legacy sound}else{ audio_play_sound(argument0, 0, false); //Play sound with new engine}If you are using 8-bit/chiptune style audio, you can down sample the audio and choose the lowest quality to reduce the size of the audio files. I reduced a 2mb song to 200kb this way and the quality is still decent. The audio even works on my cheap $30 LG test phone on the android stock browser by using this method. Quote Link to comment Share on other sites More sharing options...
sandy234 Posted December 30, 2014 Share Posted December 30, 2014 Well games dont run on native browser if i use webgl to autodetect.Even after using old audio engine theres seems to be no sound on native browser on my S3 Quote Link to comment Share on other sites More sharing options...
trill Posted January 2, 2015 Share Posted January 2, 2015 Hey, for native Android browser, try using the legacy audio system. I use Compressed format (Streamed) for background music and Compressed (un-compress on load) for sound effects. This is what is stated on YYG Tech blog...check under sound... https://www.yoyogames.com/tech_blog/30 Also, I dont see the point to make .wav files since GM after compiling create both .mp3 and .ogg files. I didnt see an option in GM to use just .wav files. Did I missed something? Is there an option for that? Quote Link to comment Share on other sites More sharing options...
-AAG- Posted March 21, 2015 Share Posted March 21, 2015 What about freaking music taking forever to load? I reduced my total game size to less than 3mb with sounds and music and still I have to wait 10 to 15 seconds for music to load. With sounds but no music it loads in about 3 to 5 seconds. What setting do you guys suggest for music, should it be uncompressed like the rest of the sounds? What about audio channels, is there some pointers on that? Quote Link to comment Share on other sites More sharing options...
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