Ninjadoodle Posted July 20, 2018 Share Posted July 20, 2018 Hi @enpu I'm just testing on iOS through Panda remote, and I'm getting this error ... C:\Users\tom\AppData\Local\Programs\Panda2\resources\app.asar\device\device.js:329 iOS iPhone8,4: audio.js:586 InvalidStateError: The object is in an invalid state. I'm not sure what it means, but it stops the level from working. The same level / game works fine on Desktop. Thank you in advance! *** EDIT - just tried again for like the 5th time and this time it worked - should I worry about this? *** Quote Link to comment Share on other sites More sharing options...
enpu Posted July 20, 2018 Share Posted July 20, 2018 The error means that you are trying to stop sound that is not playing or that is already stopped. Though it should only try to stop sound that is playing, so it feels like a bug. What iOS version are you using? Do you have any code in your game where you are calling stop method of Sound or Music? Quote Link to comment Share on other sites More sharing options...
Ninjadoodle Posted July 21, 2018 Author Share Posted July 21, 2018 Hi @enpu I'm on iOS 11.4 (iPhone SE) I'm trying to stop a 'music' called intro, before playing new 'music' called theme. The intro music is still definitely playing when I call intro.stop(); If I don't stop the intro music, and just play the theme music - it stops the intro, and plays theme without any issues. game.module( 'game.menu' ) .body(function() { game.createScene('Menu', { init: function() { intro = new game.Music('musicIntroHighTide.wav'); intro.loop = false; if (!played) { intro.play(); played = true; } outro = new game.Music('musicStingerHighTide.wav'); outro.loop = false; theme = new game.Music('musicFullMixAltHighTide.wav'); stage = game.storage.get('stage', 0); this.stageSetup = new game.StageSetup(); this.stageSetup.setupStage(); this.stageSetup.containers(); this.menuPlay = new game.Sprite('menuPlay.png'); this.menuPlay.position.set(640, 960); this.menuPlay.anchorCenter(); this.menuPlay.interactive = true; this.menuPlay.addTo(game.scene.gm); this.menuPlay.mousedown = function() { game.audio.playSound('click.wav'); this.scale.set(0.8); game.Tween.add(this.scale, { x: 1, y: 1 }, 100, { delay: 100, easing: 'Back.Out' }).start(); game.scene.fader.fadeOut(game.scene.rockOn); }; }, rockOn: function() { intro.stop(); theme.play(); if (stage !== 0) { game.system.setScene(stage); } else { game.system.setScene(game.config.start); } }, update: function() { this.stageSetup.updateStage(); } }); }); Quote Link to comment Share on other sites More sharing options...
enpu Posted July 21, 2018 Share Posted July 21, 2018 There are few things in your code that i would suggest to change. 1) In JavaScript if you create new variable without "var" keyword, that variable is created into global window object. While that might work, it's not good idea since you might accidentally overwrite something important in the window object, which can cause issues. game.createScene('Main', { init: function() { test = 'hello'; console.log(window.test); // hello var test = 'hello'; console.log(window.test); // undefined } }); 2) When playing new music, you don't need to stop the current music, the engine will handle that. 3) It might not be a good idea to use wav format for music files. Wav is uncompressed audio format, so file size can get pretty big on longer audios. Use m4a or ogg instead. Here is how i would change your code: game.module( 'game.menu' ) .body(function() { game.createScene('Menu', { init: function() { if (!game.Menu.played) { game.audio.playMusic('musicIntroHighTide.wav'); game.audio.music.loop = false; game.Menu.played = true; } this.stage = game.storage.get('stage', 0); this.stageSetup = new game.StageSetup(); this.stageSetup.setupStage(); this.stageSetup.containers(); this.menuPlay = new game.Sprite('menuPlay.png'); this.menuPlay.position.set(640, 960); this.menuPlay.anchorCenter(); this.menuPlay.interactive = true; this.menuPlay.addTo(game.scene.gm); this.menuPlay.mousedown = function() { game.audio.playSound('click.wav'); this.scale.set(0.8); game.Tween.add(this.scale, { x: 1, y: 1 }, 100, { delay: 100, easing: 'Back.Out' }).start(); game.scene.fader.fadeOut(game.scene.rockOn); }; }, rockOn: function() { game.audio.playMusic('musicFullMixAltHighTide.wav'); if (this.stage !== 0) { game.system.setScene(this.stage); } else { game.system.setScene(game.config.start); } }, update: function() { this.stageSetup.updateStage(); } }); }); Ninjadoodle 1 Quote Link to comment Share on other sites More sharing options...
Ninjadoodle Posted July 22, 2018 Author Share Posted July 22, 2018 Hi @enpu Thank you for the tips, I'll keep this in mind for the future Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.