GLBasic und Android

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spacefractal

For MUSIC and mightbeen SOUND, make sure to add GETCURRENTDIR() to the load commands. Its a little years old bug, im thinks im should fix that before AE2.9 release (if im do). Its a tiny bug really. For sound im uses 22khz mono wav for sound.

SETORIENTATION diddent work correctly in stock glbasic and is finally fixed and corrected by Android Extras (automatic, no addidation code required). For Android, its better to use androidmanifest.xml to declare the orientation, and let the system do the orientation job (such as "sensorLandscape").

Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Worebu

OK, THX, i try it.
Intel I5 9600 - RTX 4070, WaKü, 32GB RAM, 1x 512gb + 1x 1Gb NVRAM,  1x4TB + 1x1TB HD

Worebu

Sound funktioniert nicht, nur auf dem PC. Nach der Übertragung auf das Pad ... toten Stille.
Intel I5 9600 - RTX 4070, WaKü, 32GB RAM, 1x 512gb + 1x 1Gb NVRAM,  1x4TB + 1x1TB HD

erico

#18
OGG files may not work on PC, but here MP3 will do fine.
OGG is best for music on android.
Like I said, you could also use MOD or impulse tracker files.

Make sure you use full path when loading assets for android.
Here is a thread with an example I posted long ago.
Take a look at the code, it should help you.
Load your waves the same way.

Look into the first page what my setting for ogg file is.
For wave sounds, I´m using:
PCM S16 (16bit pcm)
mono
all sample rate seems to work fine here.

http://www.glbasic.com/forum/index.php?topic=9933.msg86777#msg86777

Worebu

OK, Teste ich aus. Danke.
Intel I5 9600 - RTX 4070, WaKü, 32GB RAM, 1x 512gb + 1x 1Gb NVRAM,  1x4TB + 1x1TB HD