Just a "me too" to report that this problem is real and is still here
under Cupcake. Play a sound and the accelerometer goes haywire for a
second. Only fix I can see is ignoring the accelerometer while SFX are
playing... kinda not really a good workaround for a game.

On Jun 8, 8:25 am, TjerkW <tje...@gmail.com> wrote:
> Sameproblemhere,
>
> when playing sounds during my game (in which you control the gameplay
> withaccelerometer)
> theaccelerometergives strange values.
>
> On 24 mei, 13:29, Bonifaz <bonifaz.kaufm...@gmail.com> wrote:
>
>
>
> > I have the sameproblemof wiredaccelerometerdata while music is
> > playing.
>
> > Does anyone have a workaround for this. Some kind of filter mechanism
> > perhaps.
>
> > I use "FloatMath.sqrt(x*x + y*y + z*z)" for shake detection.
> > But even with that formular, playing music always detects shake,
> > just raising the threshold won't work, since shake would not be
> > detected with to high threshold.- Hide quoted text -
>
> - Show quoted text -
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