Hi,
I cant get playmusic "filename.ogg",true to work...but the wav version does...is GLBasic comp with Audacity ogg files??
Also, am I okay not specifying the media folder etc..? Seems to work on my 2 devices but maybe Im just lucky?
Also, is it me or does the MUSICVOLUME not work on wav files?
It's a little bug in that command. You should uses full path for that command.
I tried the Getcurrentdir$+"/Media/Filename.ogg"
but still no joy... Are Audacity vobis oggs okay?
Which format of ogg did you uses? I'm did used 320kbit without issue from Beatascribe and here im remember its worked fine. also im also have used 128kbit stereo too. Im not sure AudiCity have some issues, im dont know here. Im normally uses FLStudio to convert the songs, or using the original version im got.
If you have used SETCURRENTDIR("Media") top of your program, then the command wont work, because its would search in a wrong path. So more precision, you should tryout GETCURRENTDIR$()+Media/Filename.ogg.
If you uses Android Extras, dont forget to uses Android.Check_Asset() (Android.Check_Asset() if you uses a older version of AE) before PLAYMUSIC. Eventeully you can add those after PLAYMUSIC:
MUSICVOLUME 1
PAUSEMUSIC FALSE
PS. Im do have heard, Audacity might have issues for oggs? did you tried 128kbit, or should im try to convert it from wav to ogg for you using FLStudio?
I converted ogg myself but gonna try using the Android Extras music command... and mp3
Thanks!
im have just edited the post (which im wrote im would do that). its seen im still uses ogg, even for MediaPlayer.
The mp3 works on my nexus 7
Should it work for all android devices so? Or should I use ogg?
if you uses PLAYCOMMAND, im have newer seen mp3 works, but its a different story with MediaPlayer class instead (which is "limited" by codecs used by the device):
http://developer.android.com/guide/appendix/media-formats.html
MediaPlayer is codec based, and hence a more official way to "Stream" music from. So here its should been safe, but have not 100% tested here.
Im do heard wav might not been supported for soundpool throught, but worked using ogg/mp3 (SoundFX).