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 atilim            
            
                Maintainer
atilim            
            
                Maintainer             
            Likes: OZApps, techdojo, Teranth, Radiesel, zaniar, MobAmuse, SinisterSoft, omer, hgvyas123, plamen, phongtt, alexzheng, Mells, AlexRu
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Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
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Likes: OZApps, SinisterSoft, MobAmuse
Can you tell me if this feature request http://bugs.giderosmobile.com/issues/112 has been addressed with your new Sound API changes?
Many thanks,
- Ian
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Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
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Thanks, Pete
Edit: It seems if I resave the files in my sound editor they load, so maybe I saved them at a different setting originally and that no longer works?
it's great to see this release, thank you for the hard work.
1. I am wondering how to control the number of loops with this new API (play sound 3 times).
Do you think it would be possible to dispatch an event at the end of each sound loop?
Currently
2. I suggested the idea a few times here, can you add your test files to a repository so we can understand better new features introduced in Gideros?
This book has been technically reviewed by Michael Hartlef (Whitesky games), Atilim (Gideros Mobile), Patrick Meehan (Moai/Zipline Games), Simeon (Codea) and M.Y. Developers.
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Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
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https://deluxepixel.com
Any ideas?
EDIT:
I went to the Samsung developer options, if I tick "Disable hardware overlays/Always use GPU for screen composing" then the juddering stops and everything is back how it should be. Has something been changed with GiderOS so that it doesn't use the GPU when it should?
This doesn't happen on the Nexus 7 (I mean the slowdown) - just on the Samsung S3.
Edit 2:
Is it something to do with 'android:hardwareAccelerated="true"' being in the manifest or not? Is the source to the player anywhere?
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https://deluxepixel.com
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
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Likes: SinisterSoft
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https://deluxepixel.com
@petec can you send one me of your .wav files? so that I can extend my .wav loader.
@Mells With this version, you won't be able to specify loop count anymore. loop count makes my implementation complicated and it's rarely used. I'll add more events to SoundChannel in the future. In your game, do you need to specify loop count?
Usually my test files contains new functions one after another. I'm pasting one of these:
@SinisterSoft This is interesting. With this version, I've almost changed nothing on graphics side. Can you see the same behavior with other examples (e.g. Bird Animation) I need to investigate more.
@MobAmuse yes I'm still using OpenAL on Android. But I'll drop that and move to OpenSL in near future.
And with this version, I've moved from Android SDK 4.1.2 (target 16) to 4.2 (target 17). Also updated the NDK from 8b to 8c.
There is a probability that one of these changes resulted this performance drop.
I looked at the link and if it's to do with OpenGL Es1.1 then all I can hope is that you start supporting OpenGL Es2.0 ;p
I might revert back to the previous version or is it possible for me to build a version of the new player that targets 'target-16'?
EDIT:
The two large textures were in two different files. Moving them to the same file seems to fix the problem. This didn't happen on the previous GiderOS.
https://deluxepixel.com
You can try this:
1. Export your project.
2. Open "project.properties" file and change the line "target=android-17" to "target=android-16"
3. Build + deploy
There is very little probably that it's related to NDK 8c and I hope it's related to target-17.
(I've updated the release notes)
1. Create a new project (you can name it as MyGiderosPlayer)
2. Export it
3. Delete the directory assets/assets
4. Open "project.properties" file and change the line "target=android-17" to "target=android-16"
5. Build + deploy
I've also noticed that the frame rate (although it's now not dropping frames and is synced steady) isn't as fast as the Nexus 7. It's like they are synced to different rates - it's like either the Nexus is at 70hz or the s3 is at 50hz I'm not sure. I didn't notice this on the previous GiderOS, but it might have been the same.
Edit: The frame rate thing seems to be related to powersaving on/off - with powersaving on the frame rate is reduced but still synced to a set rate.
https://deluxepixel.com
Btw, were you able to try target-16?
S3 on 4.1.2: Normal 59-60Hz, with powersaving 39-40Hz. Both synced perfectly though (it's not 'cause the CPU is slower when at 40Hz). It does the change live, change power save and it slows down/speeds up straight away (no need to reload).
Not tried on target-16, works now so no problem.
Is there a way to write a bitmap to a section of an existing texture, so I can reply certain gfx in a large texturemap with level graphics?
https://deluxepixel.com
However I thought that when loop=true then "somewhere" in the code it's instructing the file to play again once it's completed?
If at this moment a loop event could be dispatched, that would allow us to handle the nbLoop ourselves? Unless I'm missing something?
As an alternative, from what I understand I could setup a Timer.delayedCall :
for example :