I know this has come up a lot in the forums, Ive read nearly every post in the search but no joy.
Ive tried ogg in mono 8kh 11 22 etc all encoded with audacity for music, no sound on 3 different android devices
ive tried wav mono for sound effects still no sound, all work with windows (mp3 replaced ogg).
anyone got a working test project that works on android.
I Know MrTAToads ocean loader runs from the playstore, but is it using Standard glbasic or Android extra (which ive not installed/read instructions yet )
hopefully some one can give me pointers on what i missing
cheers all
this is a well known bug for Android, but is easy to fix it.
Just use fullpath (GETCURRENTDIR$()) for the loading them. Its should have documented it in the help file.
Also, I run music in ogg on android set as:
Bits: 16bit
Codec: Vorbis Audio (vorb)
Channel: Stereo
Sample rate: 44100 Hz
Bitrate: 499 kb/s
Here the bitrate is quite high and I´m not sure I actually need it to be stereo, a 4:30 minutes track can weight about 11mb with this settings...
Either way, your problem is probably path related as Spacefractal pointed out.
can the thread been moved to the glbasic en forum (and delete this message?)
EDIT: The message was for THIS message only, not yours.
thanks for the advice.
feel free to delete or move this post, I must have clicked wrong tab, Sorry.
tested Sound/music on android.
all working perfectly.
Interesting that most forum users recommends mono except erico, I found mono ogg's pop every second on all my devices no matter what sample rate/bit rate. stereo works perfectly at all standard bit rates and quality settings tested
also I read that MOD files work but not .xm or .s3m, I've thrown all 3 at glbasic and all work on android ( not tried .IT )
Thanks Again
.IT would be really nice.
Recommendation for mono is probably related to halving the final file size and that most android phones don´t have stereo speakers or it really dosen´t make much a difference at all. If the musician actually did different sounds per channels on the stereo then it may be worth it, but I doubt it adds anything useful, in general, using a mono track playing on both channels is fine.
I haven´t tried to play mono ogg on my android yet.
Just tested .IT and that works on Android.
Noticed that my sound test project is taking longer and longer to transfer/install to my phone, then i noticed the apk files size 51mb.
dropped it into winrar and found all my deleted test samples files still there.
At least I now know that the project media folder is just copied over and added to the last compile.
Yes, keep good attention to your project folder, specially the media folder, I got into the same 51mb mistake some while ago :D
.IT works on android natively? Would it work on all androids or just yours specifically? I have an impulse tracker player installed on my android, maybe the music plays because of this? I´d have to test, but I doubt standard android comes with support for such.
Looks like the libmikmod created by glbasic is doing the work, tried .IT on my kids cheap tablet(running jelly bean)
only android default audio player installed and that works. I did notice a click in the sound playback every 2sec but its a slow device.
I personally use Xmp Mod Player by Claudio Matsuoka always being updated
Quote from: Paul Smith on 2014-Aug-06
Looks like the libmikmod created by glbasic is doing the work, tried .IT on my kids cheap tablet(running jelly bean)
only android default audio player installed and that works. I did notice a click in the sound playback every 2sec but its a slow device.
what?? how? where did that come from? I gotta test it out...
An IT file here is 96kb against a somewhat 2mb OGG version.
10 different musics and we are looking at 20mb more into the app.
I have to try this out.
Quote
I personally use Xmp Mod Player by Claudio Matsuoka always being updated
Me too and XMplay on windows too for listening and Madtracker to sniff closer.
My Android app doesn't use Android Extra.
You need to be specific about the music file unfortunately. There did used to be some posts about the specific format somewhere.
the mod thing works property only on Android, and its its a part of AndroidExtras at all.
Today im got my third game just run on my Android with basic Android Extras support (to fix orientation, which is only feature im currently uses for that).
Quote from: Paul Smith on 2014-Aug-06
...
I personally use Xmp Mod Player by Claudio Matsuoka always being updated
I noticed xmp player on android plays my IT differently.
I wonder what happens when I play it inside a GLB game, that I will have to try.
mod , it etc is working with the glb sound in android ??
if so :good: finally
Just tested...it works perfectly and the sound/instrument fidelity is perfect too. :booze: :booze: :nw: :nw: :nw:
Here an APK so you give a go on your android device just to savour it... enjoy the music :good:
There is an .IT file by Darkmanwolf.
Then a .MOD file by Allister Brimble.
This is SUPER GREAT NEWS! So much for people babbling about a dead GLBasic on some other nonsense thread :zzz: :nana:
Also...here the code:
// --------------------------------- //
// Project: MUSIC_TEST
// Start: Wednesday, August 06, 2014
// IDE Version: 12.243
PRINT "TESTING SOME MUSIC ON ANDROID.",100,100
PRINT "TOUCH SCREEN TO START...",100,110
SHOWSCREEN
MOUSEWAIT
SLEEP 250
PRINT "PLAYING -ILLUSION.IT-",100,100
PRINT "COOL UH?",100,110
PLAYMUSIC "Media/illusion.it",TRUE
PRINT "TOUCH SCREEN TO TEST NEXT ONE...",100,120
SHOWSCREEN
MOUSEWAIT
SLEEP 250
PRINT "PLAYING -FULL CONTACT.MOD-",100,100
PRINT "SUPER COOL UH?",100,110
PLAYMUSIC "Media/FullContact.MOD",TRUE
PRINT "TOUCH SCREEN TO QUIT.",100,120
SHOWSCREEN
MOUSEWAIT
EDIT: This is definently worth a new thread to inform people...probably Gernot did not have time to add it to the LOG of latest GLB update...I´m REALLY HAPPY WITH THIS!!!
In words of lego movie - "Everthing is Awesome!"
Found the odd .xm .mod file that it wont play, However if you load them in to OpenMPT (modplug tracker) and export it back .it then they work.
So does this work with standard GLB for iOS and Android? Or is it Android only with Android Extras?
Is there any way we can get FFT info for Speccy Analysers :D Hoping! lol.
As I tested, works with Android on standard GLB (no extras), it dosen´t work on windows.
I can´t test IOS though.
on Windows, there is a Fmod libary project in the Sample Folder, which can play those files. The reason its works on Android is because is uses libmikmod.so, which is included with the Android Build. We just need a similar player for iOS. Then a framework is just needed to pickup the right library to play from.
HEKKUS SOUND SYSTEM would work across a lot of platforms.
I did some testing with it a couple of years ago, but not on IOS and Android.
Homepage is:
http://www.shlzero.com/wordpress/?page_id=170
Its seen the license wont been able to include this with glbasic, but howover we can do a external framework for it and put it as a sample example project. To install the required libs can been done by the user its self (etc tell where the libs needs to been copied too). So this is just a minor issue. Rest of the license is pretty nice.
The sound engine itself take some mb, so not all would been interested in this one (depend on project). But howover its would been nice to possible disable the internal sdlmixer with a glbasi options to a giving platform, if we want to uses a external system like this one. Its look like a very cool sound lib throught, which does anything we needs.