i3Designer Posted February 19, 2015 Share Posted February 19, 2015 I'm working on my game and I created my folder with all audio files. The folder size is 60mb why I created mp3, ogg and wav.(I created three songs and their weight is very large wav) game.load.audio('menuAudio',['audio/menu.mp3','audio/menu.wav','audio/menu.ogg']); game.load.audio('morteAudio',['audio/gameOver.mp3','audio/gameOver.wav','audio/gameOver.ogg']); game.load.audio('againAudio',['audio/again.mp3','audio/again.wav','audio/again.ogg']); game.load.audio('pauseAudio',['audio/pause.mp3','audio/pause.wav','audio/pause.ogg']); game.load.audio('selectAudio',['audio/select.mp3','audio/select.wav','audio/select.ogg']); game.load.audio('scoreAudio',['audio/score.mp3','audio/score.wav','audio/score.ogg']); game.load.audio('startAudio',['audio/start.mp3','audio/start.wav','audio/start.ogg']); game.load.audio('resumeAudio',['audio/resume.mp3','audio/resume.wav','audio/resume.ogg']); game.load.audio('levelAudio',['audio/levelUP.mp3','audio/levelUP.wav','audio/levelUP.ogg']); game.load.audio('broom-1',['audio/Broom-1.mp3','audio/Broom-1.wav','audio/Broom-1.ogg']); game.load.audio('broom-2',['audio/Broom-2.mp3','audio/Broom-2.wav','audio/Broom-2.ogg']); game.load.audio('broom-3',['audio/Broom-3.mp3','audio/Broom-3.wav','audio/Broom-3.ogg']); Created audio //audio this.startAudio = game.add.audio('startAudio'); this.startAudio.volume = 0.5;And when I need it I start the soundthis.startAudio.play(); So with all audio files. The problem is that only on Windows Phone 8.0 loading crashes. On android, windows phone 8.1 and iOs works, loading is a bit slow but it works, and sound works.I can do so as to exclude audio only on windows phone 8.0? Raj Kiran Singh 1 Link to comment Share on other sites More sharing options...
enriqueto Posted February 20, 2015 Share Posted February 20, 2015 I had the same problem with windows 8.0. I searched for a solution, didn't find anything and finally I had to remove all audio for that devices. Link to comment Share on other sites More sharing options...
Tom Atom Posted March 10, 2015 Share Posted March 10, 2015 Hi, I have game with audio that plays well on WP. I use .m4u and .ogg formats. I think, that WP will use .m4u from these two. For converting into .m4u I use AIMP3 and select "AAC m4u (FAAC)" (I think I had to install some codecs too, but I do not remember well). It plays OK on iOS too and there is not so strict licence policy as for .mp3 (+ little bit better compression)I would remove .wav - it eats really lot space (60mb of audio is overkill). Also convert to mono, 22025Hz, low quality, ... it is usually still good to listen in game. Only problem I have with desktop IE (11) and IE on Lumia 532 is that it skips short sounds (like clicks) Link to comment Share on other sites More sharing options...
jouniii Posted March 12, 2015 Share Posted March 12, 2015 My experience shows that it's best to disable audio on Windows Phone, or just leave it to be long background music loop or such if you want to keep something. Audio tags work poorly, eat the precious CPU and memory on those mobile devices. Similar issues with desktop IE, however as CPU and memory issue is better on desktop you can get away with working but little bit choppy audio. Raj Kiran Singh 1 Link to comment Share on other sites More sharing options...
Raj Kiran Singh Posted December 30, 2015 Share Posted December 30, 2015 I have made a game which runs on windows desktop machines and phone. On desktop all sounds work perfectly, but on mobile only one sound work for each state. Link to comment Share on other sites More sharing options...
seejay92 Posted May 5, 2016 Share Posted May 5, 2016 Still seems to be a problem now with the latest version of Phaser, any solutions guys? Link to comment Share on other sites More sharing options...
themoonrat Posted May 5, 2016 Share Posted May 5, 2016 This isn't a Phaser issue, but a device/browser limitation. Link to comment Share on other sites More sharing options...
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