Cocoonjs launcher can't support music over 10sec

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Post » Wed Oct 09, 2013 12:04 pm

Hi, I tried to export using Cocoonjs today and find my Cocoonjs launcher malfunction. When I play a music/sound which over 10sec in the game, the launcher is not allowed to exit/reload game.

I guess it's a problem of Cocoonjs, but I just want to know if there is anybody facing the same issue??
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Post » Wed Oct 09, 2013 12:06 pm

Moreover, the launcher doesn't play the music if it's over 10 sec.
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Post » Wed Oct 09, 2013 2:19 pm

Cap file uploaded.

http://dl.dropboxusercontent.com/s/jdg5o2x0xb71oyo/cocoonjs_music_10sec.capx
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Post » Wed Oct 09, 2013 4:04 pm

I would like to know what format you managed to get any sound playing at. I've done a wav import and no music or sound.

Personally I'm about to walk away. So if you get an answer I am also listening.
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Post » Fri Oct 18, 2013 10:36 am

Yes, I put WAV,M4A,OGG all into the project. I spent several days on this issue and finally found some different responses on different mobile phones:

1. ASUS Padfone Infinity: it's buggy with Cocoonjs Launcher, I can't play 10-sec music on it. Besides, when I play the compiled APK on this phone, there are a lot of glitches in the background music.

2. HTC Desire HD: everything is good for Cocoonjs Launcher on this phone.

I guess ASUS put some audio tweaking driver in Android system. It supports ASUS' audio filters like theater, rock&roll, classic, speech... When I turn to speech mode and run the APK, glitches get heavier and it's about 3~4 glitches every minute.
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Post » Fri Oct 18, 2013 5:21 pm

Hi @jomo and @jayderyu

So far, my game Bobo Jump at google play ( https://play.google.com/store/apps/details?id=com.gmart.bobojump&hl=en ) uses about 30-50 seconds of background musics. Tested on galaxy s3, and galaxy note 1 and I didnt noticed any hang issues on my phone yet. (Compiled using 1.4.3)

Though it is a bit headache when it comes to html5 audio.

Before this I did noticed the hang issues , audio still looping in background and etc with cocoonjs.

I just make sure that my audio is not mono and convert to wav using audacity.

Then I just import to Construct 2 and let it generate ogg and m4a for me. If Construct 2 complains about error in ogg or m4a, then it probably a problem with the wav file (maybe it is mono or something else).

But I'm just using samsung phones, so I dont know if other brands have different results.

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Post » Sat Nov 09, 2013 6:28 am

Hi @tumira

Your Bobo jump is really a nice game. Thanks for your experience sharing.

I've spent a lot of time on my ASUS padfone infinity. It's not quite compatible with current CocoonJS(1.4.5) Audio API. I got "clicking" sounds around every 0.5sec even with the simplest C2 example audio project. It's a device-dependent problem so it seems only occurs on my device.

But finally I got a work-around for this problem - change to a slower playback rate. I'll post it later.
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Post » Thu Jan 09, 2014 8:13 pm

Any updates on this Jomo? Having some sound issues, and anything you've learned might help me out too!

Thanks!
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Post » Wed Jan 15, 2014 7:26 am

@80bit, what kind of problem you've encountered?
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Post » Wed Jan 15, 2014 4:47 pm

Well to be honest, my problems are more than just sound - it seems if i dont pre-load sound in another layout first then the sound simply wont play when it gets to the point where it should. But worse, i'm getting horrible horrible performance from Cocoonjs anyway, so i dont even know if it's a viable option.
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