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Found 8 results

  1. Gerente

    Audio on Mobile

    Hello, Any idea if there is a problem on loading .ogg files on chrome mobile? Im trying : PIXI.loader.add('menu', "assets/audio/menu.ogg"); PIXI.loader.load(function (loader, resources) { console.log(resources) resources['menu'].data.play() }) It works perfect on PC but on Mobile (CHROME IPHONE) its doesnt reach the console.log line. Any Idea?. Thanks
  2. Hi All, Thanks for reading my question. I created an jumping game using phaser and upload it to app store. Game Link: https://itunes.apple.com/us/app/jump-go/id1143991571?mt=8 Now in the next version I am planning to add more good background and other game sounds (car, accident and other sounds) to make the game more real. Can someone please tell me which format is better (MP3 or WAV or OGG). When I check WAV files are too big compare to MP3 so I am thinking of using MP3 format, but worried about quality of the MP3 sound in mobile. any suggestion will be highly appreciated Thank You Joseph
  3. I've just about completed my first game that I want to release to the general public. Part of that process is getting it on itch.io and using cocoonjs to package it up to make it native for mobile. The problem is that in certain circumstances the audio will not play. serving it up on my local machine (Ubuntu with a node server) it works on desktop and Android on itch.io (They put it in an iframe) it works on desktop, and iPhone but on android no audio. Tried to package it up with cocoon and tested it on Android again no audio. I don't have an iPhone handy so I'm limited in what testing I can do there. The problem seems to be just on Android though when the game is played through an iframe or packaged into an apk. The game is built around @lukewilde's awesome boilerplate. That thing has really helped my workflow so I hope it isn't part of the problem. I've looked at the build and everything appears as I would expect it. I have also used some code from the official breakout example. So that will look familiar. In the Preloader state I'm Preloading the audio like so: this.game.load.audio('beef', [ './audio/beef.ogg', './audio/beef.mp3' ]); Then in my game state I'm adding a variable for the audio. this.beef = game.add.audio('beef'); Lastly also in the game state the audio is played with: this.beef.play(); I've really been beating my head against the wall trying to figure out what is going on here. I'm hoping it is something simple that I've overlooked. I also don't know how to debug on Android so maybe I just need help with that and I'd figure this out myself. Here is a link to the game on itch.io https://motorcityrobots.itch.io/build-that-wall Here is all the code in Github https://github.com/bobonthenet/BuildThatWallGame
  4. Hi, We are trying to update our HTML5/JS 2D video game engine to support Android/iOS smartphones/tablets. Our current version of our engine does not play audio on Android/iOS mobile devices. What is the best method to play audio (either MP3/OGG) on Android/iOS mobile devices? Here is our current audio initialization code: function InitSettings() { if ( navigator.userAgent.toLowerCase().indexOf('android') > -1 ) Browser = "Google Android"; else if ( navigator.userAgent.toLowerCase().indexOf('iphone') > -1 || navigator.userAgent.toLowerCase().indexOf('ipad') > -1 || navigator.userAgent.toLowerCase().indexOf('ipod') > -1 ) Browser = "Apple iOS"; else if ( navigator.userAgent.toLowerCase().indexOf('mobile') > -1 ) Browser = "Mobile Unknown"; else if ( navigator.userAgent.toLowerCase().indexOf('viera') > -1 ) Browser = "Viera Smart T.V."; else if ( navigator.userAgent.toLowerCase().indexOf('edge') > -1 ) Browser = "MS Edge"; else if ( navigator.userAgent.toLowerCase().indexOf('opera') > -1 || navigator.userAgent.toLowerCase().indexOf('opr') > -1 ) Browser = "Opera"; else if ( navigator.userAgent.toLowerCase().indexOf('chrome') > -1 ) Browser = "Chrome"; else if ( navigator.userAgent.toLowerCase().indexOf('firefox') > -1 ) Browser = "Firefox"; else if ( navigator.userAgent.toLowerCase().indexOf('ie') > -1 || navigator.userAgent.toLowerCase().indexOf('trident') > -1 ) Browser = "MS IE"; else if ( navigator.userAgent.toLowerCase().indexOf('safari') > -1 ) Browser = "Safari"; else Browser = "UNKNOWN Browser"; SoundType = "null"; var audioTest = document.createElement('audio'); if ( audioTest.canPlayType('audio/mpeg;') ) SoundType = "mp3"; else if ( audioTest.canPlayType('audio/ogg;') ) SoundType = "ogg"; Here is our sound effects and music load/play code: //-------------------------------------------------------------------------------------------------------------- function LoadSound() { var index; for (index = 0; index < NumberOfMusics; index++) MusicIsCompletelyLoaded[index] = false; if (SoundType === "ogg" || SoundType === "mp3") { for (index = 0; index < NumberOfSoundEffects; index++) SoundArray[index] = document.createElement("Audio"); SoundArray[0].src = "./data/audio/MenuClick." + SoundType; SoundArray[1].src = "./data/audio/MenuMove." + SoundType; SoundArray[2].src = "./data/audio/MovePiece." + SoundType; SoundArray[3].src = "./data/audio/PieceCollision." + SoundType; SoundArray[4].src = "./data/audio/PieceDrop." + SoundType; SoundArray[5].src = "./data/audio/PieceRotate." + SoundType; SoundArray[6].src = "./data/audio/LineCleared." + SoundType; SoundArray[7].src = "./data/audio/TetriCleared." + SoundType; SoundArray[8].src = "./data/audio/LevelUp." + SoundType; SoundArray[9].src = "./data/audio/MustThinkInRussian." + SoundType; SoundArray[10].src = "./data/audio/IncomingLine." + SoundType; SoundArray[11].src = "./data/audio/GameOver." + SoundType; SoundArray[12].src = "./data/audio/Crack." + SoundType; SoundArray[13].src = "./data/audio/ShallWePlayAGame." + SoundType; SoundArray[14].src = "./data/audio/Sword." + SoundType; for (index = 0; index < NumberOfSoundEffects; index++) { SoundArray[index].preLoad = "auto"; } for (index = 0; index < NumberOfMusics; index++) { MusicArray[index] = document.createElement("Audio"); MusicArray[index].src = ("./data/audio/Track-0"+(index+1)+"-BGM." + SoundType); MusicArray[index].volume = MusicVolume; MusicArray[index].preload = "auto"; MusicArray[index].addEventListener( "canplay", MusicLoaded.bind(window, index) ); } } } //-------------------------------------------------------------------------------------------------------------- function PlaySoundEffect(index) { if (ThinkRussianTimer > 0) return; if (SoundType === "null") return; if ( index > (NumberOfSoundEffects-1) ) return; if (SoundVolume === 0) return; SoundArray[index].volume = SoundVolume; SoundArray[index].currentTime = 0; SoundArray[index].play(); } //-------------------------------------------------------------------------------------------------------------- function PlayMusic(index) { if (SoundType === "null") return; if ( index > (NumberOfMusics-1) ) return; if (MusicVolume === 0) return; MusicArray[CurrentlyPlayingMusicTrack].pause(); CurrentlyPlayingMusicTrack = index; MusicArray[index].addEventListener("ended", LoopMusicFixForFirefox, false); MusicArray[index].currentTime = 0; MusicArray[index].volume = MusicVolume; MusicArray[index].play(); } Any help would be appreciated, thanks!
  5. So, I've seen this issue mentioned all over the place - usually due to some bug in FF that is subsequently fixed. I'm using OGG sound files exported from Audacity from WAV files (I've tried with MP3s too). They work fine in Chrome and IE (ugh!), but in FF I get the error: The buffer passed to decodeAudioData contains invalid content which cannot be decoded successfully. If this isn't a bug in FF, then I can only presume there's something wrong with the data in my sound files, but I don't know what they could be. Most of the sounds were made using SFXR. Can anyone point me at some software, or some settings in Audacity, that might be able to address whatever junk data has ended up in the files? Failing that, anyone aware of a bug in FF45? Thanks
  6. When we load the audio files like this: this.local_control.game.load.audio('harvest_festival', ['assets/audio/m4a/01 Town_-_Harvest_Festival.m4a', 'assets/audio/ogg/01 Town_-_Harvest_Festival.ogg']); Users have to download both the m4a files and the ogg file, or they will download only the m4a file when support is available, and only ogg when while m4a support is unavailable ogg support is positive? Or such checks would need manual addition?
  7. I would like to present a game-music ressource site I created 6 years ago: www.IndieGameMusic.com It is a free service for musicians to offer their music to game-developers. Game-developers has detailed search options available, shortening down the search time needed to find the music he needs. Music is available from many different artists, in many different filetypes, different prices etc. There's bound to be a track you like for your game. :-) One of the primary reasons for creating IndieGameMusic.com, was my personal preference regarding game-music: I feel the MOD and XM formats should be used when possible. And looking around, all I could find was mp3/ogg sound libraries. At the time, I also had a bunch of MIDI tracks I'd made, optimized for the JavaME platform for my fellow JavaME developers, so it made sense to me to make a site where all kinds of formats could be found. I'm posting here on this forum after stumbling across this post about using MOD/XM files for HTML5 games. I would love to see those formats used more. As a geeky musician, I'm much more into creating (relative) small XM files than big mp3 files. I also like trying to create the same track in many different formats, e.g. for game-developers who's targetting different platforms. Example track "Moments" available in many different formats. Example track "Moments" in a "building block" version. I hope you will find the site useful. Good luck with your games!
  8. Whenever calling the .play() method of a Phaser.Sound instance I'm getting the following warning in my console: Phaser.Loader fileComplete invalid index 48. I'm loading two files per instance: OGG and MP3. Also, the sound will only play once and can't be looped or played again. How can I fix that?