To all whom compiled an apk, can you test something for me?

● ARCHIVED · READ-ONLY
Started by Faytless 16 posts View original ↗
  1. Once installed on your device,  tap to launch your game.  Don't touch your screen -- does your BGM play?  If it doesn't tap your screen.  Does it play now?

    this test is only valid with projects that use the title screen and a bgm --

    Thanks!
  2. when i lunched the game in title screen there is no bgm but after i touch the screen it work
  3. Compiled through XDK, when I  launch app bgm plays without touching the device.
  4. Interesting... thank you guys for the input thus far.  If anyone else can do this for me please keep posting and how you are compiling wouldn't hurt either. 

    I'll post a sample APK in a bit for anyone that wants to participate in testing.

    What we need to figure out is...

    -  Is this issue caused by compilation or RMMV?
    -  Is this issue device related?

    -  Is the trigger from touch input vs joypad vs keyboard?

    Can't submit a bug report till we have enough information
  5. When the engine uses the Html5Audio object, it doesn't call the _onLoad function that sets off actually playing the audio unless the screen has been unlocked. This is likely what is causing the problem on some devices.

    You can see this in the Html5Audio._onLoadedData function in rpg_core.js.
  6. Thanks, I'll have to investigate further. 

    Tyvm for providing the function call and the location btw.
  7. The same for me dude. Music only starts when I touch the screen
  8. Yes I contacted both of you (Faytless and Tsuki) in order to help me with this bug.

    Much love :rock-right:
  9. Tsukihime said:
    I've also received a report regarding the menu not auto-playing

    http://forums.rpgmakerweb.com/index.php?/topic/49528-pre-title-events/#entry492686



    At 3:40, it LOOKS like the screen is unlocked, but then again it was pressed pretty quickly so I'm not sure if it's just the usual RM audio delay.

    I'm not sure if this is an issue that's caused by my plugin or the Html5Audio thing.
    Its not caused by you,  that app including a few test builds I have react the same way.  Those apps are bare bones.

    I'm in the process of investigating this.
  10. This is pretty standard for HTML5 games on mobile. It's been a while since I worked with them but I recall issues with being able to play audio before input is received on most devices.
  11. To everyone whom has to tap the screen to get sound to play,  can you please open your SDK manager and tell me what API's you have installed?

    I have a theory that might fix this -- just need more info
  12. There you go.







    Intel XDK give the same results as far as I remember.
  13. Just FYI... The RPG Maker MV code actually uses the HTML5 audio on devices identified as Android "and Chrome", where it uses WebAudio on all other devices/browsers. You might want to investigate if the behavior changes by overriding:

    rpg_managers.js

    AudioManager.shouldUseHtml5Audio = function() { // We use HTML5 Audio to play BGM instead of Web Audio API // because decodeAudioData() is very slow on Android Chrome. return Utils.isAndroidChrome();};rpg_core.js

    Code:
    Utils.isAndroidChrome = function() {    var agent = navigator.userAgent;    return !!(agent.match(/Android/) && agent.match(/Chrome/));};
  14. When I delete those lines, the game, once installed, returns a Type error "undefined is not a function"
  15. Those lines are really for me,  don't delete them! 

    On a side note,  I'm taking a small break from support for a bit -- family crisis;(