Re: No audio playback on iOS devices
> 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
> 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
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
>> 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
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
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
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
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 play¹ command or the mobilePlaySoundOnChannel¹ >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
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