Re: iOS Playing Sounds Problems

2015-06-29 Thread Chris Sheffield
You’re very welcome. :-)


> On Jun 29, 2015, at 12:55 PM, Randy Hengst  wrote:
> 
> Thank you Chris! 
> 
> be well,
> randy
> 
> Randy Hengst
> www.classroomFocusedSoftware.com
> 
> 
>> On Jun 29, 2015, at 1:44 PM, Randy Hengst  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  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 
 On Jun 29, 2015, at 11:51 AM, Randy Hengst  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
 
 
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Re: iOS Playing Sounds Problems

2015-06-29 Thread Randy Hengst
Thank you Chris! 

be well,
randy

Randy Hengst
www.classroomFocusedSoftware.com


> On Jun 29, 2015, at 1:44 PM, Randy Hengst  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  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 
>>> On Jun 29, 2015, at 11:51 AM, Randy Hengst  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
>> 
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Re: iOS Playing Sounds Problems

2015-06-29 Thread Randy Hengst
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  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 
>> On Jun 29, 2015, at 11:51 AM, Randy Hengst  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:
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> 
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Re: iOS Playing Sounds Problems

2015-06-29 Thread Chris Sheffield
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 
> On Jun 29, 2015, at 11:51 AM, Randy Hengst  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
> 
> 
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> use-livecode mailing list
> use-livecode@lists.runrev.com
> Please visit this url to subscribe, unsubscribe and manage your subscription 
> preferences:
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Re: iOS Playing Sounds Problems

2015-06-29 Thread Magicgate Software - Skip Kimpel
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  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
>
>
>
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Re: iOS Playing Sounds Problems

2015-06-29 Thread Magicgate Software - Skip Kimpel
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  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
>
>
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> subscription preferences:
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iOS Playing Sounds Problems

2015-06-29 Thread Randy Hengst
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


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