Author Topic: GLBasic und Android  (Read 5338 times)

Offline spacefractal

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Re: GLBasic und Android
« Reply #15 on: 2015-Mar-01 »
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").

Greedy Mouse - Karma Miwa - Spot Race - CatchOut - Android Extras - is on a vacation trip, home before end of few days in jan.

Offline Worebu

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Re: GLBasic und Android
« Reply #16 on: 2015-Mar-02 »
OK, THX, i try it.
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Offline Worebu

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Re: GLBasic und Android
« Reply #17 on: 2015-Mar-04 »
Sound funktioniert nicht, nur auf dem PC. Nach der Übertragung auf das Pad ... toten Stille.
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Offline erico

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Re: GLBasic und Android
« Reply #18 on: 2015-Mar-04 »
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
« Last Edit: 2015-Mar-04 by erico »

Offline Worebu

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Re: GLBasic und Android
« Reply #19 on: 2015-Mar-09 »
OK, Teste ich aus. Danke.
PC: Intel I7 3770K, 32GB DDR3, GTX1060 6GB,  480GB SSD, 1x2TB, 1x1TB, 2x ext. 1TB USB3.0, 1x ext. 2TB USB3.0, W10 x64 Pro, WaKü