Thanks much!
Actually for my purposes ignoring the sensor for a second will work
just fine, but I will check out your info for the next time around.
I'm kinda designing my new game BASED on the limitations of the
phone... i.e. choosing the complexity of the views based on how much
the poor innum
Nope this problem is is also on the htc magic .. check my post for a
solution using a damper. Somewhere else in this group ...
On 11 jun, 22:28, Sundog wrote:
> I'd be very interested to know if anyone besides G1 owners has seen
> this? My best guess is that it's a design flaw specific to this
>
I'd be very interested to know if anyone besides G1 owners has seen
this? My best guess is that it's a design flaw specific to this
phone... and if so, no fix will be forthcoming.
On Jun 11, 2:20 pm, Sundog wrote:
> Just a "me too" to report that this problem is real and is still here
> under Cu
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 wr
Same problem here,
when playing sounds during my game (in which you control the gameplay
with accelerometer)
the accelerometer gives strange values.
On 24 mei, 13:29, Bonifaz wrote:
> I have the same problem of wired accelerometer data while music is
> playing.
>
> Does anyone have a workaround
I have the same problem of wired accelerometer data 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 th
I have noticed that the speaker output does effect the magnetic
compass reading a bit. Not too surprising, since the speaker uses an
electromagnet. This is probably what is causing the sensor to jitter
around. As for the accelerometers, I would guess that the movement of
the speaker cone itself is
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