Edricus Posted July 17, 2014 Share Posted July 17, 2014 // Audiothis.game.load.audio('bgMusic' , 'assets/audio/DST-Blam.mp3');this.game.load.audio('splashSFX' , 'assets/audio/Kayyy-Wave.mp3');this.game.load.audio('sparkleSFX' , 'assets/audio/Sparkle-Robinhood76.mp3');this.game.load.audio('gameOverSFX', 'assets/audio/Benboncan-SadTrombone.mp3');So this is the code in my preload to load audio. When running it in CocoonJS Launcher app on Android I get the following warnings in this order: Phaser.Loader error loading file: gameOverSFX from url nullPhaser.Loader error loading file: sparkleSFX from url nullPhaser.Loader error loading file: splashSFX from url nullPhaser.Loader error loading file: bgMusic from url null Running the game through a localhost loads the audio perfectly fine which is what I find odd. Anyone have any idea? Link to comment Share on other sites More sharing options...
Videlais Posted July 17, 2014 Share Posted July 17, 2014 With Android devices, it is always recommended to have a backup OGG or even WAV file per audio load. MP3 files on Android devices don't always work correctly because of licensing issues and service-carrier versions of browsers. Link to comment Share on other sites More sharing options...
Ludei Posted July 22, 2014 Share Posted July 22, 2014 .mp3 is not supported in Android/Canvas+, I recommend you (as Videlais said), to use ogg format which works perfectly in iOs/Android. Link to comment Share on other sites More sharing options...
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