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Found 169 results

  1. Preloading audio from JSON

    Hi everybody! I'm trying to preloading my audio from the same JSON where I preload the images. This is my JSON file: { "preloading": [ { "type": "image", "key": "image1", "url": "Images/image1.png", "overwrite": false }, { "type": "audio", "key": "audio1", "urls": [ "Audio/audio1.wav" ], "autoDecode": true } ], "meta": { "generated": "1401380327373", "app": "Phaser Asset Packer", "url": "http://phaser.io", "version": "1.0", "copyright": "Photon Storm Ltd. 2014" } } This is where I read the file: function preload(): void { game.load.removeAll(); game.load.pack('preloading', 'myjson.json', null, this); game.load.audio('audioN', 'Audio/audioN.wav', true); } function startOnClick() { audio = game.sound.play('audioN'); } If I launch my game, images are preloaded succesfully as audioN.wav, the audio in JSON give me this error: phaser.js:72849 Phaser.Loader: No URL given for file type: audio key: audio1 for all the audio file on my JSON file. The JSON file, the images folder and the audio folder are located in the root of the project. The audioN is a test that I've added to see if the problem was a type error in JSON or not, it doesn't change anything if I kick away it from my code. Any idea why I receive this error? Maybe @Arian Fornaris or anyone else could let me understand where my code is wrong? And, partial OT, why I cannot change the meta tags (except for "copyright")? If I do so it doesn't load nothing anymore.
  2. I'm trying to port my game to mobile using ludei's cocoonjs. When playing my game in a browser, (in chrome, Edge, FF), the audio in the game works fine. Opening the game in the Cocoon Developer App (using the Cavas+ option), none of audio is found. I get errorr such as: Phaser.Cache.getSound: Key "Orcs" not found in Cache. All the audio files are in my preload state i.e. game.load.audio("Orcs", ["assets/sounds/Orcs.mp3"]); And again, all the audio works fine in a regular browser. Anyone else run into this issue and have a solution? One more note - the audio does work when using the Webview option in the Cocoon Dev App. However, I'd rather use the Canvas+ since everything I read said that's the better option for html5 games all contained within a canvas. Thanks!
  3. I'm trying to port my game to mobile using ludei's cocoonjs. When playing my game in a browser, (in chrome, or Edge), the audio in the game works fine. Opening the game in the Cocoon Developer App (using the Cavas+ option), none of audio is found. I get errorr such as: Phaser.Cache.getSound: Key "Orcs" not found in Cache. All the audio files are in my preload state i.e. game.load.audio("Orcs", ["assets/sounds/Orcs.mp3"]); And again, all the audio works fine in a regular browser. Anyone else run into this issue and have a solution? Thanks!
  4. Playing .m4a files

    Hi, I'm trying to play a simple .m4a file when the user collides with an object. I create it like this: game.load.audio("dot0", "sounds/dot0.m4a"); sfxDot = game.add.audio("dot0"); Then later, try to play it like this: sfxDot.play(); But I get the following error: Cannot read property 'createBufferSource' of null at c.Sound.play (phaser.min.js:3) at Object.collectDot ( The sfxDot object seems like a valid sound, from the F12 console: c.Sound {game: c.Game, name: "dot0", key: "dot0", loop: false, markers: {…}, … I'm sure I'm doing something stupid, this is my first attempt to get a sound to play so I'm probably just missing out on a setup call or something. Also, I'm not even sure that .m4a files are supported, but they were listed in the docs. I looked through the audio samples but couldn't really find a sample that wanted to do exactly what I'm doing here (open a .m4a and play it.)
  5. Hi! You can call me Kit. I make music, hence this being a music station. I've been composing for about two years for a project I've been working on with a couple friends. I realized I could raise some extra money for it by composing for other people, so hopefully we can work something out. You can see my portfolio here: It's right here! It's got an extremely heavy focus on electronic, jazzy stuff, but I will gleefully do whatever you want me to do. Do you want a country style bluegrass jam over a screaming acid house bassline? Can do. Do you want a bombastic orchestral arrangement but where every instrument is a bike horn? Glad to oblige. Do you want to go avant-garde and make your game's OST completely silent? Works for me. If this sounds good to you, let's start talking about prices. PRICING: You can pay in two different ways. I either work for $10 an hour (rounded to the nearest hour), or $20 per minute of music (rounded to the nearest thirty seconds). If you want to pay per minute, keep in mind that revisions cost extra. If you give me a good idea of what you want, I can crank something out for you lasting about two minutes in about three to five hours. Basically, paying per minute of music or per hour of work will come out to about the same price, so it's really up to you. BUDGETING: I'm admittedly new to this, so if you need to figure out whether you can pay for me or how my prices compare to other people, I'm happy to give you an estimate if you give me a budget, a tracklist, and a general style. Youtube links as references are a good idea - these help a lot when it comes to figuring out what I can do for you. I'm also down to give you a quick snippet of music lasting between thirty to forty five seconds if you want to know what to expect when you work with me. Keep in mind that it won't be a complete track, but it'll probably help us reach an understanding regarding workflow, communication, etc. If this sounds good to you, feel free to drop me a line at magiccirclemusicstation@gmail.com. I'll be waiting for you. Cheers!
  6. I have a game I am working on and want to bring audio into the background. One of the key features of my game is that it is based on live data. One of these live data components is live audio. I have the ability to receive live audio on my server (it is a server written in C by the way) encode it how I see fit (to MP3 for example), and then package it and send it somewhere. Where I am totally lost is exactly how I am supposed to package and send this audio data to the browser. I do know that there are at least three protocols - HTTP, RTMP, and and RTSP. I think I want to stick with HTTP. Suppose I create an <audio> element on the browser. What does this element want in terms of "here is the live stream for you to connect to"? And how is my sever supposed to deliver this audio data? Do I need to open up a web socket? Does the audio file need to be saved to a disk (like a spool or scratch file)? I am pretty lost here after many days of research...
  7. Audio blobURL broken in v3

    Hello Friends, I recently upgraded to the RC version of BJS 3 and am now seeing an error that isn't present in v2. I am creating an audio file and setting the src to a blob URL that I have just created with getUserMedia (it's a wave): var newUrl = (window.URL || window.webkitURL).createObjectURL(blob); var audioEl = new Audio(); audioEl.controls = true; audioEl.src = newUrl; document.getElementById('curTrackContainer').appendChild(audioEl); audioObj[i].sound.dispose(); audioObj[i].sound = new BABYLON.Sound(newName+i, newUrl, scene, null, { loop: false, autoplay: false }); The audio file plays okay from the audio element, but when I try to have babylon play it, I get this error: BJS - [21:52:42]: Error while trying to play audio: Sampled15010375539220, TypeMismatchError babylon.customRC.js (6025,13) This method works fine in version 2.5 but breaks in 3.0. Any help would be appreciated, if we know what has changed in that space. Thanks, Jeff
  8. Audio loop duplicating - Bug?

    Hi there, I've stumbled across some very weird audio behavior and can't seem to avoid it. I'm trying to loop a marker of my audio file, which works well on itself. Whenever pausing and resuming the audio loop at least once however, as soon as the next loop point is reached it will not stop the currently running audio and play from the marker but just add a new layer of audio that plays from the marker instead, while the old one just continues to play. And it keeps doing that for every loop. //Create { this.sfx_music = this.sound.add("key); this.sfx_music.allowMultiple = false; this.sfx_music.addMarker('turbo', 116.8696, 7.3846, 1, true); this.sfx_music.play('turbo'); } unpauseGame: function() { if(this.game.paused) { this.game.paused = false; this.sfx_music.resume(); } }, pauseGame: function() { this.sfx_music.pause(); this.game.paused = true; } Pausing the game without pausing the music doesn't cause this problem, but It's mandatory for me to pause the music when pausing the game.. Could this be a bug in sound.pause() or sound.resume()? I'm using Chrome but I have the same behavior in firefox as well. Please help! Best Zampano
  9. Recording Audio

    Hello! I'm brand new to phaser and fairly new to programming. I'm trying to setup a basic game and I'm wondering if it's possible to record audio using phaser. I've got objects that I'm dragging around and when I place the object, I'd like to be able to record the players audio. Not sure if this is possible or how I'd even go about it. Any help would be much appreciated! Thanks!
  10. Are there any alternatives to the cordova media plugin that have already been battle tested ( https://cordova.apache.org/docs/en/latest/reference/cordova-plugin-media/ ) ? It works, but I don't like how it requires so many permissions for things I am not using. I *just* need to play audio. Also, I'm fairly new with using native audio on android, but I've heard that it is actually better to just include individual audio files and release them immediately after each use or after each state instead of using an audio sprite, can anyone confirm?
  11. I am Sam Foster, a freelance indie game composer looking for work! I recently scored several indie games. I've also scored many indie films. For more info (demos, contact info, etc.), visit: www.samanthafoster.net If interested in custom music, contact me via email or on my website's online contact form. Rates are negotiable. Alternatively, I have a small selection of royalty-free music available on Bandcamp and AudioJungle: Bandcamp: https://samanthafoster.bandcamp.com/album/royalty-free-tracks-mixed-bag-vol-1 AudioJungle: https://audiojungle.net/user/samfostersound/portfolio
  12. PIXI Loader & Audio (Howler etc)

    Hi all I've just started on my second prototype for a game, only this time I'm wanting to sort out a few more of the core parts to it first. Audio being the one I'm tackling at the moment. I have a basic setup atm a loader and a few sprites to test. Upon finishing the load (including a music mp3 file) it runs a startGame function which then plays the audio track. I originally tried using the pixi-audio plugin from GitHub, but could not get this one to work at all (does it still work with PixiJsV4?) so moved onto Howler Howler does work, and plays the audio file once loaded. However after trying on my server it seems the loader doesn't fully load the mp3 file before continuing as it starts to play a good 5-10 seconds later after the startGame function has run. Do mp3 files work the same as any other file with the Pixi loader? or could this be an issue with howler that I have missed? Thanks for any advice!
  13. Hi, My name is Nathan, I'm a Professional Freelance Composer and Sound Designer based in Osaka, Japan. I am currently looking for new exciting projects to work and collaborate on, I have experience with Wwise and procedural audio as well as writing a myriad of different musical genres and styles as well as creating various sound effects all of which can be found on my website. I have varying rates depending on the project and am always available to contact about the game development. If you would like to get in contact ASAP about a project, just give me an add on Skype: Ncleary1 or my email - Nathan.cleary1@hotmail.co.uk You can find out more about me on my website posted down below. http://nathanclearymusic.co.uk/ Thanks, Nathan Soundcloud - https://soundcloud.com/nathan-cleary-123 Best Burger OST (WIP) https://soundcloud.com/nathan-cleary-123/sets/best-burger-ost Best Burger OST - Best Burger Big Boss Battle! (BBBBB) https://www.youtube.com/watch?v=XSyWKV1hoME Super Ubie Land 2 OST (WIP) https://soundcloud.com/nathan-cleary-123/sets/super-ubie-land-2-ost-work-in Infinity PBR OST https://soundcloud.com/nathan-cleary-123/sets/infinity-pbr-ost-sfx Godcaster OST https://www.youtube.com/watch?v=DZzlDCOyGaw Super Ubie Land 2 OST (WIP) https://soundcloud.com/nathan-cleary-123/sets/super-ubie-land-2-ost-work-in Episicava OST https://soundcloud.com/nathan-cleary-123/sets/episicava-ost Best Burger OST - Lenny's Load Up Groove - Take 1! https://www.youtube.com/watch?v=ncZYEmMt1jQ Mummy's Day Massacre OST https://soundcloud.com/nathan-cleary-123/sets/mummys-day-massacre-ost Phuture Funk https://vimeo.com/171314152 Unity3D - Connect SFX https://soundcloud.com/nathan-cleary-123/sets/unity-connect-sfx Dove Ad https://www.youtube.com/watch?v=1Qq_w_SHNJU Axe Ad https://www.youtube.com/watch?v=xEdOVEynuBs Composition Showreel https://soundcloud.com/nathan-cleary-123 Wwise, Music and SFX Reel https://vimeo.com/146036711 Infinity PBR https://www.youtube.com/watch?v=zy_35WJox80&t=29s Super Ubie Land 2 OST - Super Casino Land! https://soundcloud.com/nathan-cleary-123/super-ubie-land-2-ost-super-casino-land-work-in-progress Unity 3D - Connect Messenger SFX https://soundcloud.com/nathan-cleary-123/sets/unity-connect-sfx Composition Showreel https://soundcloud.com/nathan-cleary-123 Wwise, Music and SFX Reel https://vimeo.com/146036711
  14. Soundspring Studio is currently looking for project collaborations. Contact us here or at www.soundspringstudio.com. Soundcloud: https://soundcloud.com/user-701782820
  15. Hello, Evaluating Web Audio API, for 3D sound, mixed HowlerJS with BJS without realizing: Oh, Babylon.Sound ... ? Whylookathat, lots of sound! : ) Thanks to answer below, with links. I will head that way. Related question is around WebAudio API AudioContext and -> compressors, oscillators, reverb, etc. with JS! +1. That should all be available through the AudioContext in Web Audio API... if there is an example. If not. I'll dig down, figure it out, and put it here.... : ) Applying 3D Sound with BABYLON.Sound. : ) Cheers.
  16. Any easily trainable TTS system?

    Hello! I am working on a small project and, in the near future, I'd like to implement some sort of Text-To-Speech system. The caveat is that it should be somewhat trainable. Basically, I don't just need TTS but also that it can be trained with, say, my voice to have a similar tone. For example, if I read the test sentences mumbling (but still kind of resembling the actual sounds), the TTS would turn text into mumbles which kind of sound like the actual sounds. Is there anything like that out there already? I found Merlin (https://github.com/CSTR-Edinburgh/merlin/) and Voice Cloning but they are kind of rough around the edges, especially when it comes to train them with my own data. Anyone who has worked on similar systems? Thanks!
  17. Hi, I have just replaced the minified Phaser js with the latest version (2.7.7) in my phaser app and my audio in my app has stopped working. The rest of the app still works well. The code to load the audio is pretty simple - I first load the audio and then add the audio assigning it to an array. game.load.audio('sound.correct', 'assets/sound.general/sound.correct.mp3'); general_sounds[0] = game.add.audio('sound.correct'); When I come to playing the audio I just use: general_sounds[0].play() Which worked in 2.0.1 but now I get the error I get is as per below: phaser.min.js:3 Uncaught TypeError: Cannot read property 'createBufferSource' of null at c.Sound.play (phaser.min.js:3) at <anonymous>:1:19 play @ phaser.min.js:3 (anonymous) @ VM1834:1 What's more odd is that when I run the above 3 commands in the console the sound plays. Does anyone know what is going on?
  18. How heavy are sound audio objects?

    I have some audio objects on my main game create function but i want to move them to npc class. I am spawning many enemies will these make my project more heavy?
  19. Managing in app audio

    Hi I have built an app in Phaser and want to create a sequence of two sounds: 1. "You have" (loaded and stored as audioSound[0]) 2. "Finished" (ditto, audioSound[1]) I can then keep re-using 1 and have different words/sentences in 2. To do this I need the sounds to play in sequence. At the moment using: audioSound[0].play(); audioSound[1].play(); othercode... Plays both at the same time. Any ideas on how to get the sounds to play in sequence and only continue to `othercode...` once the second one has finished? Thanks in advance!
  20. Phaser.audio vs Phaser.sound?

    I see the docs at the moment and found that there are two functions which seem identical in nature but are called differently. Phaser.audio(key, volume, loop, connect) -> Phaser.Sound and Phaser.sound(key, volume, loop, connect) -> Phaser.Sound This was made by error, one of the methods will get deprecated? Or both are viable and do the same thing and I can use whichever I prefer? Or they are used in different use cases?
  21. I bought Construct 2 to see how good i am in drag-and-drop game development. It's not that i sucked, but with a programmer background i hate it. So i tried out Phaser and loved it from the beginning. But now after working for 5 days on my game i had to find out that there is no microphone input for phaser. Am i correct? I need it to work on my mobile device. At the moment i thought that i build the game via phoengap, but how do i activate a microphone input? Anyone of you had any chance in making this possible? Greetings from this croner of the planet and thanks for your time.
  22. Music and Sound Services

    Soundspring Studio is currently looking for project collaborations. Contact us here or at www.soundspringstudio.com. Thanks! Listen to our samples!
  23. I'm currently working on a jukebox in phaser but i found a big problem, when change more than 17 song mobile devices crushes. I start looking the memory usage on chrome and see that although i use audio destroy, clear game cache, and reset references memory usage keep rise song by song loaded. I could not find a solution in phaser so do the same example with howler, and it happened the same, the use of memory kept going up. Search the forums and find this interesting solution / advice that incredibly worked Is it possible to use the html5 tag in one audio and the webaudio Api in another on phaser? or fix the high memory usage? With this solution in my example i pass from 400mb on memory to 80mb on memory. The code: phaser-howler: var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create ,update: update}); function preload() { game.load.spritesheet('button', 'assets/flixel-button.png', 80, 20); game.load.bitmapFont('nokia', 'assets/nokia16black.png', 'assets/nokia16black.xml'); game.load.json('audios', 'assets/audios.json', false); } var currentSong; var songList; var prevSong; var nextSong; var currIndex = -1; var logYPosition = 0; var logYSeparation = 2; var fontSize = 16; var currentTextLog; var timer = 0; var initTimer = 0; var downloadTime = 0; var decodingTime = 0; var songLength = 0; var audioFolder = ""; var repTime = 1*1000; var volume = 0.5; var readyToplay = false; var ended = false; var tempjs = undefined; function create() { tempjs = game.cache.getJSON('audios'); game.stage.backgroundColor = "#FFFFFF"; songList = tempjs.files; audioFolder = tempjs.audiosource; startNextSong(); } function startNextSong(){ currIndex++; initTimer = 0; downloadTime = 0; decodingTime = 0; songLength = 0; if(currIndex>songList.length) { game.add.bitmapText(10, logYPosition + 7, 'nokia', "no more songs in playlist", fontSize); ended = true; return; } logYPosition += fontSize + logYSeparation; var audios = _getAudioFilesArray(audioFolder,songList[currIndex],tempjs.audiotypes); initTimer = game.time.time; currentSong = new Howl({ src: audios, html5: true }); currentSong.once('load', songLoadComplete); currentTextLog = game.add.bitmapText(10, logYPosition + 7, 'nokia', "Downloading song " + currIndex, fontSize); } function songLoadComplete(){ downloadTime = game.time.time - initTimer; currentTextLog.text = songList[currIndex] + " download time: "+downloadTime+ " Decoding file..."; initTimer = game.time.time; currentSong.play(); readyToplay = true; } function _getAudioFilesArray(audioFolder,audioName,audiotypes){ var returnArray = []; for(var audiotype in audiotypes){ var audio = audiotypes[audiotype]; returnArray[audiotype] = audioFolder+audioName+audio; } return returnArray; } function update(){ if(ended){ return; } if(currentSong!= undefined && currentSong.playing() && readyToplay){ var playingTime = (repTime - currentSong.seek()*1000); currentTextLog.text = songList[currIndex] + " download time: "+downloadTime+ "ms Decoding time: " + decodingTime + "ms Playing " + playingTime; } if(currentSong!= undefined && readyToplay && currentSong.playing() && (currentSong.seek()*1000>repTime)){ currentSong.stop(); currentSong.unload(); currentSong = undefined; readyToplay = false; startNextSong(); } } phaser-only: var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create ,update: update}); function preload() { game.load.spritesheet('button', 'assets/flixel-button.png', 80, 20); game.load.bitmapFont('nokia', 'assets/nokia16black.png', 'assets/nokia16black.xml'); game.load.json('audios', 'assets/audios.json', false); } var currentSong; var songList; var prevSong; var nextSong; var currIndex = -1; var logYPosition = 0; var logYSeparation = 2; var fontSize = 16; var currentTextLog; var timer = 0; var initTimer = 0; var downloadTime = 0; var decodingTime = 0; var songLength = 0; var audioFolder = ""; var repTime = 1*1000; var volume = 0.5; var readyToplay = false; var ended = false; var tempjs = undefined; function create() { tempjs = game.cache.getJSON('audios'); game.stage.backgroundColor = "#FFFFFF"; songList = tempjs.files; audioFolder = tempjs.audiosource; startNextSong(); } function startNextSong(){ currIndex++; initTimer = 0; downloadTime = 0; decodingTime = 0; songLength = 0; if(currIndex>songList.length) { game.add.bitmapText(10, logYPosition + 7, 'nokia', "no more songs in playlist", fontSize); ended = true; return; } logYPosition += fontSize + logYSeparation; game.load.onLoadComplete.removeAll(); var audios = _getAudioFilesArray(audioFolder,songList[currIndex],tempjs.audiotypes); game.load.audio(songList[currIndex],audios,false); initTimer = game.time.time; game.load.onLoadComplete.add(songLoadComplete, this); currentTextLog = game.add.bitmapText(10, logYPosition + 7, 'nokia', "Downloading song " + currIndex, fontSize); game.load.start(); } function songLoadComplete(){ downloadTime = game.time.time - initTimer; currentTextLog.text = songList[currIndex] + " download time: "+downloadTime+ " Decoding file..."; initTimer = game.time.time; currentSong = game.add.audio(songList[currIndex],0); currentSong.onPlay.addOnce(songLoadDecode,this); currentSong.play(); } function _getAudioFilesArray(audioFolder,audioName,audiotypes){ var returnArray = []; for(var audiotype in audiotypes){ var audio = audiotypes[audiotype]; returnArray[audiotype] = audioFolder+audioName+audio; } console.log(returnArray); return returnArray; } function songLoadDecode(){ decodingTime = game.time.time - initTimer; console.log(currentSong.isDecoding); currentSong.volume = volume; readyToplay = true; } function update(){ if(ended){ return; } if(currentSong!= undefined && currentSong.isPlaying && readyToplay){ var playingTime = (repTime - currentSong.currentTime)/1000; currentTextLog.text = songList[currIndex] + " download time: "+downloadTime+ "ms Decoding time: " + decodingTime + "ms Playing " + playingTime; } if(currentSong!= undefined && readyToplay && currentSong.isPlaying && (currentSong.currentTime>repTime)){ currentSong.stop(); currentSong.destroy(); console.log(songList[currIndex]); game.cache.removeSound(songList[currIndex]); readyToplay = false; startNextSong(); } }
  24. Hi , this will be my first post the sound files of my html5 game plays well on my laptop, after uploading it to the server, some of the sound files don't work. I am using construct engine & hosting the game to a self-hosted server with FileZilla client- when I upload the files, they are not zipped, earlier I had uploaded zipped files but had the same issue its been 3 days and I have not been able to find a clear reason for the same, any help is appreciated Thanks
  25. Hey everyone, Over the past few months I've been working on a project in Phaser and I've come across a really frustrating problem. I don't think it's caused by Phaser or the code I've written, but has to do with the audio files themselves. Yet, I can't figure out what to do in order to make this work. I studied the example here to determine how to preload audio assets, create a variable linked to that asset, and then call it on demand. I should note that this example on the Phaser site works as intended. I can hear the example music play on both Firefox and Chrome. I also studied other discussions about using audio in Phaser. I saw people warn against the use of MP3 as it's a licensed format, and recommended using OGG for Firefox with M4A as the fallback for Chrome. So; that's what I tried doing. It's not gone well. Only some of the M4A files play in Chrome. I can't figure out why, and I can't discern a pattern behind it. Some of the sounds I'd edited in Adobe Audition, others I'd left as-is. Regardless, they'd all been converted to M4A via iTunes. Some of the sounds I've edited will play, others won't; some of the sounds that were converted as-is will play, others won't. Chrome's dev console doesn't give any answers at all. I've tried inspecting the properties of the M4A sounds with VLC Player to see if I can determine a certain setting is causing the issue, but as far as I can tell all the M4A files have the exact same properties. I encounter the same issue on Firefox. when it comes to using MP3s. The same sounds that play on Chrome will play in Firefox; the same is true of the sounds that won't play. In this case, the error I receive is "The buffer passed to decodeAudioData contains invalid content which cannot be decoded successfully." OGGs won't play at all. When I try to use those instead of MP3s, Firefox's console reports "error loading asset from URL assets." This is true even of sounds which work when using the MP3 or M4A format. I'm pretty certain the issue lies with something about the audio files but I have no clue what's causing this. Does anyone have advice on how to fix this issue?