Chrome for android audio lag

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Post » Tue Jun 24, 2014 10:49 am

@PKrawczynski - why does preloading music matter? Is it important if music starts playing a moment later or in the first touch?
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Post » Tue Jun 24, 2014 11:42 am

I have the same issue on my Samsung Galaxy Tab 3. There is a slight delay in all sounds played. (I use crosswalk and XDK) I've learned to live with it for now.
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Post » Tue Jun 24, 2014 11:43 am

Ashley wrote:@PKrawczynski - why does preloading music matter? Is it important if music starts playing a moment later or in the first touch?


@Ashley
Preloading matters because music cant be streamed as clients will report that music sounds jittery on older devices or when connection is very bad. Preloading did solve those issues for them and reports stopped coming except occasional "music takes long time to start playing" but it was fairly easy to explain that its ios fault - as you said, it can be played only after first touch.
Sadly streamed music does not cut it for spil, booster media, and many others. Flash like quality experience is kinda target for html5 games (in mobile browser, im not talking about apps) right now, long gone are times where games could go away with no music and sfx.

What they would be MOST happy with, is if game didnt start until all the assets AND music would load, all the while displaying progress bar with percentage text how much total of both is already loaded, and only after both are loaded player is pushed to main game screen. Which probably as we both know is pretty terrible idea because loading music can take a lot of additional time, and there is no guarantee ever some browser/device combination wont have broken audio api or whatever, shit happens with html5 if i may say so.

Personally I'm happy enough with these workaround for time being, maybe Apple at some point will change their policy to audio in browser like they finally are catching up with fullscreen issues, webgl and accelerated js in non stock safari wrappers. It would be still kinda neat to have working preloading in newer c2 versions along way to tell how much of music has loaded as there is no variable to access that :)

Anyway Ashley I would like to say construct2 is really great tool i've evaluated couple of them in past months and tried but so far nothing beats how easy is it to create small-medium games, so kudos for that to you. Small issues like this with sound are to be expected and they are understandable.
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Post » Wed Jun 25, 2014 2:48 pm

Ashley wrote:There's not much latency on my Nexus 5. However some older Android devices have pretty laggy audio support. I think it's system wide - try testing a different (native?) app and see if it's the same. Which devices are you testing exactly and what version of Android are they running?


Hi @Ashley, here are the audio latency results, in Chrome for Android, for all my android devices:

Samsung galaxy core plus, Android 4.2.2, Chrome 35.0.1916.141: 231ms

LG L4, Android 4.1.2, Chrome 35.0.1916.138:297ms

Asus Memopad hd 7 tablet, Android 4.2.2, Chrome 35.0.1916.141: 297ms

Growing Wolf quad core, Android 4.2.1, Chrome 35,0.1916.141: 297ms

The audio lag is similar in Chrome beta.
None of these devices come close to my iPad 2/Safari, with no lag at all.
The performance of these devices with native apps seems to be ok.
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Post » Wed Jun 25, 2014 2:58 pm

How are you measuring latency?

I don't think there's anything we can do anyway, since the delay must be in Chrome or possibly the Android OS. There is no delay on C2's side, it says to play audio right away, and it does play right away on all other platforms.
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Post » Wed Jun 25, 2014 4:28 pm

Ashley wrote:How are you measuring latency?

I don't think there's anything we can do anyway, since the delay must be in Chrome or possibly the Android OS. There is no delay on C2's side, it says to play audio right away, and it does play right away on all other platforms.


@Ashley , i'm recording the device(see the video in the first post), and each frame of delay between the collision/sprite turns visible and the sound, represents 33ms if the video is 30 FPS(1/30*1000), but i shot the videos at 60FPS for more accuracy.
It seems that is a Chome problem(crosswalk does the same), but it's weird that very few people noticed this.
Thanks anyway.
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Post » Sat Aug 16, 2014 1:47 pm

I have the same problem, the audio has latency on my Galaxy S4... but on my IPAD 4, the audio is perfect... Someone know how to fix it?
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Post » Tue Nov 18, 2014 5:25 pm

I'm getting the same latency issue with sounds on Android. On iOS there is no issue. Just tested on a Hudl 2 -Android 4.4.2

Anyone have a fix or is it baked into Chrome?
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Post » Tue Nov 18, 2014 6:08 pm

I think it's baked in to the Android OS. Android 5 apparently has better audio support so perhaps it's better there.
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Post » Fri Feb 13, 2015 9:29 pm

Bumping this thread to say I am encountering this issue with both crosswalk and chrome for android. I don't think it's an issue with C2, but neither do I believe it's an android issue, as firefox mobile has a very minimal delay when triggering sounds, whereas chromium based solutions lag nearly a half second.
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