Re: No audio playback on iOS devices

2016-02-11 Thread Devin Asay

> On Feb 11, 2016, at 10:50 AM, Devin Asay  wrote:
> 
> 
>> On Feb 11, 2016, at 10:33 AM, J. Landman Gay  
>> wrote:
>> 
>> Does it work if you use specialFolderPath("resources") instead of "engine"? 
>> Apple changed the rules for bundle structure and LC tries to redirect older 
>> paths to the resources folder, but maybe that's not working in this case.
> 
> Yeah, I've tried both "engine" and "resources". Same outcome. The odd thing 
> is that external image assets display just fine. 

And may I say parenthetically that specialFolderPath("resources”) is the best 
thing since sliced bread!

Devin

Devin Asay
Office of Digital Humanities
Brigham Young University


___
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

Re: No audio playback on iOS devices

2016-02-11 Thread Devin Asay

> On Feb 11, 2016, at 10:33 AM, J. Landman Gay  wrote:
> 
> Does it work if you use specialFolderPath("resources") instead of "engine"? 
> Apple changed the rules for bundle structure and LC tries to redirect older 
> paths to the resources folder, but maybe that's not working in this case.

Yeah, I've tried both "engine" and "resources". Same outcome. The odd thing is 
that external image assets display just fine. 
> 
> 
> On February 11, 2016 11:20:52 AM Devin Asay  wrote:.
>> 
>> I ran a check on open card: answer there is a file tFilePath # where 
>> tFilePath contains the full path to the file I’m trying to play. The file 
>> path is based on specialFolderPath(“engine”)
>> This check returns “true”.
>> 
>> I verified that the asset files are being copied to the app bundle.
>> 
>> It still plays fine on the simulator and on an Android device.
>> 
>> Has anything changed in terms of what kinds of files can be played on iOS 
>> devices?
> 
> 
> --
> Jacqueline Landman Gay | jac...@hyperactivesw.com
> HyperActive Software   | http://www.hyperactivesw.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

___
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

Re: No audio playback on iOS devices

2016-02-11 Thread J. Landman Gay
Does it work if you use specialFolderPath("resources") instead of "engine"? 
Apple changed the rules for bundle structure and LC tries to redirect older 
paths to the resources folder, but maybe that's not working in this case.




On February 11, 2016 11:20:52 AM Devin Asay  wrote:.


I ran a check on open card: answer there is a file tFilePath # where 
tFilePath contains the full path to the file I’m trying to play. The file 
path is based on specialFolderPath(“engine”)

This check returns “true”.

I verified that the asset files are being copied to the app bundle.

It still plays fine on the simulator and on an Android device.

Has anything changed in terms of what kinds of files can be played on iOS 
devices?



--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.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

Re: No audio playback on iOS devices

2016-02-11 Thread Devin Asay
>> On Feb 10, 2016, at 5:30 PM, Randy Hengst  wrote:
>> 
>> When I’ve had this problem, it’s because I didn’t pay attention to the name 
>> of the sounds files… I’m pretty sure iOS is case sensitive. I called a name 
>> without matching case. I can’t remember if the sounds played on the 
>> simulator and then failed on the device like you stated… just a thought.
>> 
>> be well,
>> randy
>> 

> On Feb 10, 2016, at 8:32 PM, Devin Asay  wrote:
> 
> You might be right, Randy. I've actually been bitten by this before, but I 
> didn't think to check that in this case. I'll have a look at it when I get 
> back to my computer.

Well, this is still stumping me. 

I’m using code that has worked in the past on iOS devices.

I’m using “nothing-fancy” .wav and .mp3 files that I have used on iOS devices 
before.

I have checked the file path and file names—there are no case mismatches.

I ran a check on open card: answer there is a file tFilePath # where tFilePath 
contains the full path to the file I’m trying to play. The file path is based 
on specialFolderPath(“engine”)
This check returns “true”.

I verified that the asset files are being copied to the app bundle.

It still plays fine on the simulator and on an Android device.

Has anything changed in terms of what kinds of files can be played on iOS 
devices? 

Suggestions appreciated.

Devin


>> 
>>> On Feb 10, 2016, at 5:23 PM, Devin Asay  wrote:
>>> 
>>> I’ve been testing some small apps that I use in my class on iOS devices. 
>>> I’m finding that my apps fail to play audio files. It doesn’t seem to 
>>> matter if I use a simple ‘play’ command or the ‘mobilePlaySoundOnChannel’ 
>>> command. I’m on Mac Yosemite 10.10.5, and I’ve tried building with LC 
>>> 7.1.1, 7.1.2 RC2, and 8.0DP14. I’ve tried it on iOS 9.2  and 8.3 on several 
>>> different iOS devices.
>>> 
>>> It works on the iOS simulator.
>>> It works on Android.
>>> I have verified that the audio assets are copied successfully to the app 
>>> bundle. Other external assets, like image files, show up properly in the 
>>> app.
>>> iOS devices are not muted.
>>> 
>>> I have built apps for iOS in the past and audio playback has worked without 
>>> problems.
>>> 
>>> Am I missing something? Has anyone else run into this?
>>> 
>>> Devin
>>> 
>>> 
>>> Devin Asay
>>> Office of Digital Humanities
>>> Brigham Young University
>>> 
>>> ___
>>> 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
>> 
>> ___
>> 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
> 
> ___
> 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

Devin Asay
Office of Digital Humanities
Brigham Young University


___
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

Re: No audio playback on iOS devices

2016-02-10 Thread Devin Asay
You might be right, Randy. I've actually been bitten by this before, but I 
didn't think to check that in this case. I'll have a look at it when I get back 
to my computer.

Thanks,

Devin

Sent from my iPhone

> On Feb 10, 2016, at 5:30 PM, Randy Hengst  wrote:
> 
> When I’ve had this problem, it’s because I didn’t pay attention to the name 
> of the sounds files… I’m pretty sure iOS is case sensitive. I called a name 
> without matching case. I can’t remember if the sounds played on the simulator 
> and then failed on the device like you stated… just a thought.
> 
> be well,
> randy
> 
> Randy Hengst
> www.classroomFocusedSoftware.com
> 
> 
>> On Feb 10, 2016, at 5:23 PM, Devin Asay  wrote:
>> 
>> I’ve been testing some small apps that I use in my class on iOS devices. I’m 
>> finding that my apps fail to play audio files. It doesn’t seem to matter if 
>> I use a simple ‘play’ command or the ‘mobilePlaySoundOnChannel’ command. I’m 
>> on Mac Yosemite 10.10.5, and I’ve tried building with LC 7.1.1, 7.1.2 RC2, 
>> and 8.0DP14. I’ve tried it on iOS 9.2  and 8.3 on several different iOS 
>> devices.
>> 
>> It works on the iOS simulator.
>> It works on Android.
>> I have verified that the audio assets are copied successfully to the app 
>> bundle. Other external assets, like image files, show up properly in the app.
>> iOS devices are not muted.
>> 
>> I have built apps for iOS in the past and audio playback has worked without 
>> problems.
>> 
>> Am I missing something? Has anyone else run into this?
>> 
>> Devin
>> 
>> 
>> Devin Asay
>> Office of Digital Humanities
>> Brigham Young University
>> 
>> ___
>> 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
> 
> ___
> 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

___
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

Re: No audio playback on iOS devices

2016-02-10 Thread Devin Asay
Nothing special, just MP3 and wav files. I've even use them in past projects 
and they worked fine.

Sent from my iPhone

> On Feb 10, 2016, at 4:54 PM, Scott Rossi  wrote:
> 
> What audio format?  Any unusual encoding?
> 
> Regards,
> 
> Scott Rossi
> Creative Director
> Tactile Media, UX/UI Design
> 
> 
> 
> 
> On 2/10/16, 3:23 PM, "use-livecode on behalf of Devin Asay"
> 
> wrote:
> 
>> I¹ve been testing some small apps that I use in my class on iOS devices.
>> I¹m finding that my apps fail to play audio files. It doesn¹t seem to
>> matter if I use a simple Oplay¹ command or the OmobilePlaySoundOnChannel¹
>> command. I¹m on Mac Yosemite 10.10.5, and I¹ve tried building with LC
>> 7.1.1, 7.1.2 RC2, and 8.0DP14. I¹ve tried it on iOS 9.2  and 8.3 on
>> several different iOS devices.
>> 
>> It works on the iOS simulator.
>> It works on Android.
>> I have verified that the audio assets are copied successfully to the app
>> bundle. Other external assets, like image files, show up properly in the
>> app.
>> iOS devices are not muted.
>> 
>> I have built apps for iOS in the past and audio playback has worked
>> without problems.
>> 
>> Am I missing something? Has anyone else run into this?
>> 
>> Devin
>> 
>> 
>> Devin Asay
>> Office of Digital Humanities
>> Brigham Young University
> 
> 
> 
> ___
> 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

___
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


Re: No audio playback on iOS devices

2016-02-10 Thread Randy Hengst
When I’ve had this problem, it’s because I didn’t pay attention to the name of 
the sounds files… I’m pretty sure iOS is case sensitive. I called a name 
without matching case. I can’t remember if the sounds played on the simulator 
and then failed on the device like you stated… just a thought.

be well,
randy

Randy Hengst
www.classroomFocusedSoftware.com


> On Feb 10, 2016, at 5:23 PM, Devin Asay  wrote:
> 
> I’ve been testing some small apps that I use in my class on iOS devices. I’m 
> finding that my apps fail to play audio files. It doesn’t seem to matter if I 
> use a simple ‘play’ command or the ‘mobilePlaySoundOnChannel’ command. I’m on 
> Mac Yosemite 10.10.5, and I’ve tried building with LC 7.1.1, 7.1.2 RC2, and 
> 8.0DP14. I’ve tried it on iOS 9.2  and 8.3 on several different iOS devices.
> 
> It works on the iOS simulator.
> It works on Android.
> I have verified that the audio assets are copied successfully to the app 
> bundle. Other external assets, like image files, show up properly in the app.
> iOS devices are not muted.
> 
> I have built apps for iOS in the past and audio playback has worked without 
> problems.
> 
> Am I missing something? Has anyone else run into this?
> 
> Devin
> 
> 
> Devin Asay
> Office of Digital Humanities
> Brigham Young University
> 
> ___
> 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

___
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

Re: No audio playback on iOS devices

2016-02-10 Thread Scott Rossi
What audio format?  Any unusual encoding?

Regards,

Scott Rossi
Creative Director
Tactile Media, UX/UI Design




On 2/10/16, 3:23 PM, "use-livecode on behalf of Devin Asay"

wrote:

>I¹ve been testing some small apps that I use in my class on iOS devices.
>I¹m finding that my apps fail to play audio files. It doesn¹t seem to
>matter if I use a simple Œplay¹ command or the ŒmobilePlaySoundOnChannel¹
>command. I¹m on Mac Yosemite 10.10.5, and I¹ve tried building with LC
>7.1.1, 7.1.2 RC2, and 8.0DP14. I¹ve tried it on iOS 9.2  and 8.3 on
>several different iOS devices.
>
>It works on the iOS simulator.
>It works on Android.
>I have verified that the audio assets are copied successfully to the app
>bundle. Other external assets, like image files, show up properly in the
>app.
>iOS devices are not muted.
>
>I have built apps for iOS in the past and audio playback has worked
>without problems.
>
>Am I missing something? Has anyone else run into this?
>
>Devin
>
>
>Devin Asay
>Office of Digital Humanities
>Brigham Young University



___
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


No audio playback on iOS devices

2016-02-10 Thread Devin Asay
I’ve been testing some small apps that I use in my class on iOS devices. I’m 
finding that my apps fail to play audio files. It doesn’t seem to matter if I 
use a simple ‘play’ command or the ‘mobilePlaySoundOnChannel’ command. I’m on 
Mac Yosemite 10.10.5, and I’ve tried building with LC 7.1.1, 7.1.2 RC2, and 
8.0DP14. I’ve tried it on iOS 9.2  and 8.3 on several different iOS devices.

It works on the iOS simulator.
It works on Android.
I have verified that the audio assets are copied successfully to the app 
bundle. Other external assets, like image files, show up properly in the app.
iOS devices are not muted.

I have built apps for iOS in the past and audio playback has worked without 
problems.

Am I missing something? Has anyone else run into this?

Devin


Devin Asay
Office of Digital Humanities
Brigham Young University

___
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