Closed butaca closed 10 years ago
I found a workaround by re initialising (calling setActive in AVAudioSession and alcProcessContext(ALCcontext*)) the audio in the AVAudioSessionMediaServicesWereResetNotification in iOS >= 6.0.
Didn't found a solution in iOS < 6.0 yet.
as of 1.8.1 SDK, the audio internals have been rewritten and this is most likely fixed. closing the issue but let us know if the problem persists
The problem persists in 1.8.1 SDK. In fact, it is worse because each time a sound is played, the game hangs for about 1 second making it unplayable. This delay may be related to "OpenAL: Improved source/buffer instance refcounting and thread-safety" (1.8.1 changelog)
i was worried about a change related to that might cause that but never saw it in practise, the hang doesn't happen if not pressing home screen while on splash screen?
planning another release soonish as few other things get finished
It only happens when pressing the home button while the splash screen is being displayed. Note that this happens sometimes (with a high ratio).
Thanks for checking out this.
El viernes, 29 de agosto de 2014, Antti Tapaninen <notifications@github.com javascript:_e(%7B%7D,'cvml','notifications@github.com');> escribió:
Reopened #18 https://github.com/Everyplay/everyplay-ios-sdk/issues/18.
— Reply to this email directly or view it on GitHub https://github.com/Everyplay/everyplay-ios-sdk/issues/18#event-158828928 .
Saludos, Juan
got the issue triggered myself as well, fixed in the next release. :) thanks
1.8.2 now out, closing
Pressing home button while splash screen is visible causes the following output:
2014-05-20 11:31:29.715 iOS - Full[10213:707] Error activating audio session during initial setup. 2014-05-20 11:31:30.074 iOS - Full[10213:707] no other audio is playing 2014-05-20 11:31:30.082 iOS - Full[10213:707] Error activating audio session during initial setup. 2014-05-20 11:31:30.098 iOS - Full[10213:707] 11:31:30.098 <0x3f198d98> AURemoteIO::Initialize failed: -12985 (enable 2, outf< 2 ch, 44100 Hz, Int8.24, non-inter> inf< 2 ch, 0 Hz, Float32, non-inter>) 2014-05-20 11:31:30.102 iOS - Full[10213:707] 11:31:30.103 <0x3f198d98> AURemoteIO::Initialize failed: -12985 (enable 2, outf< 2 ch, 44100 Hz, Int8.24, non-inter> inf< 2 ch, 0 Hz, Float32, non-inter>) 2014-05-20 11:31:30.107 iOS - Full[10213:707] EveryplaySoundEngine.m:458: AUGraphInitialize result -12985 FFFFCD47 ˇˇÕG 2014-05-20 11:31:30.111 iOS - Full[10213:707] EveryplaySoundEngine.m:479: AUGraphStart result -10863 FFFFD591 ˇˇ’ë 2014-05-20 11:31:31.675 iOS - Full[10213:707] Everyplay SDK build: 1801 2014-05-20 11:31:31.788 iOS - Full[10213:707] [#216] +[Everyplay initWithDelegate:andParentViewController:] initializing 2014-05-20 11:31:31.868 iOS - Full[10213:707] EveryplaySoundEngine.m:479: AUGraphStart result -10863 FFFFD591 ˇˇ’ë 2014-05-20 11:31:32.382 iOS - Full[10213:707] EveryplaySoundEngine.m:479: AUGraphStart result -10863 FFFFD591 ˇˇ’ë 2014-05-20 11:31:32.432 iOS - Full[10213:707] EveryplaySoundEngine.m:479: AUGraphStart result -10863 FFFFD591 ˇˇ’ë
In this case the game audio stops working (I'm using AVAudioPlayer for music and OpenAL for FX). And of course, Everyplay doesn't work.
SDK 1.8