Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Android / [SOLVED] 176 kbps wav files don't play well on Android but are fine on Windows

Author
Message
Dale Schultz
2
Years of Service
User Offline
Joined: 1st Nov 2021
Location: Maine, USA
Posted: 1st Nov 2021 18:19
I have 7 click sounds in wav files.
I can load them all fine and I get no errors when playing all of them, both on Windows and on Android using AGK.

Now, 4 of the 7 have a very annoying 'knock' or 'bang' when the sound finishes playing - but only on Android.

The files that play badly are 176 kbps
The files that play ok are 352 kbps

Is this a known limitation for Android?
Obviously my next task is to try and convert the bad ones to also be 352 kbps as a workaround.

LoadSound ( 253, "click7.wav" )
LoadSound ( 254, "click1.wav" )

playsound (253) // good
playsound (254) // bad

I attach the an example of a good and a bad file.

Android is a Pixel 4a running Android 12
AppGameKit IDE 2021.10.19

Attachments

Login to view attachments

The author of this post has marked a post as an answer.

Go to answer

Virtual Nomad
Moderator
18
Years of Service
Recently Online
Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 1st Nov 2021 20:34 Edited at: 1st Nov 2021 20:36
some have issues with sounds < 0.5 secs, as yours is. and, consider .ogg? (see LoadSoundOgg)

try the attached where i've added silence to the end and converted to ogg.

Attachments

Login to view attachments
Dale Schultz
2
Years of Service
User Offline
Joined: 1st Nov 2021
Location: Maine, USA
Posted: 2nd Nov 2021 01:27
This post has been marked by the post author as the answer.
thanks, I tried converting to OGG myself and got a runtime error (on AppGameKit player) saying it it was not a RIFF file.
I then found a difference between the files that worked and those that did not , and saw that the good file were marked as 16bit.
So I opened the bad files in GoldWave and set their attribute to be mono unsigned 16bit and that fixed them!

many thanks.
Dale
Dale Schultz
2
Years of Service
User Offline
Joined: 1st Nov 2021
Location: Maine, USA
Posted: 2nd Nov 2021 02:47
I missed that OGG files need their own load command.... (I am new at this stuff!)

Login to post a reply

Server time is: 2024-04-23 07:34:45
Your offset time is: 2024-04-23 07:34:45