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 <devin_a...@byu.edu> 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