Notice: iOS 9 breaks all audio playback

Discussion and feedback on Construct 2

Post » Tue Sep 22, 2015 11:00 am

Please be aware that Safari on iOS 9 has a bug that leaves audio muted permanently, so you will not hear any audio in your games on iOS 9. This issue appears to have already been identified by Apple. Please help raise awareness of the issue by adding yourself to the CC list in this bug report:

https://bugs.webkit.org/show_bug.cgi?id=149367

(The webkit bug tracker does not have a voting system, so to prevent a flood of comments please just add yourself to the CC list which means you'll also get email notifications when the bug is updated.)

The good news is we have identified a workaround, and should have a beta release out shortly that includes this workaround. Note however that unless Apple fix this bug - and their track record with our previous reports is that they do not fix bugs until next year's release, so be prepared for this case - then you will need to republish all existing iOS content with the next beta release to ensure audio playback works.

We apologise for the inconvenience with this, but we must emphasise it is a bug in iOS 9, not Construct 2. I will update this thread as we have more news.
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Post » Tue Sep 22, 2015 11:52 am

This bug also affects video playback, so videos won't start even in the first touch after playing. This has also been worked around for the next beta.
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Post » Tue Sep 22, 2015 2:00 pm

r214 is now out with a workaround.
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Post » Wed Sep 23, 2015 4:11 am

I use the event "On any touch end" in r195 -> audio played well at times open game 1+n(n =! 0)
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Post » Mon Sep 28, 2015 9:38 am

@Ashley I am having Audio issues with the latest Intel XDK build.

Suddenly the Music is not playing but all other sounds effects work well. This is happening in the Emulator too. The new XDK, asks you to upgrade your project and reconnects some of the Cordova plugins. Not sure if this is messing up something in the background.
Can you have a look please?

You can see the effect of this in my latest Android build (link in my signature)
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Post » Mon Sep 28, 2015 1:13 pm

@SamRock - that does not sound like it is related to this thread (which is about an iOS 9 bug) - please post a report to the Bugs forum following all the guidelines if you have trouble with something else.
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Post » Mon Jan 04, 2016 10:13 pm

@Ashley, I am testing my game n iOS (iPAD) and tried your suggestions of playing Sound at "End of Touch" event. I created a separate START screen when I placed a single button. On Touch end event, I am playing a sound file.

But this does not enable the sound inside the next game screens. Am I doing something wrong? Would be nice if you could direct to a CAPX that has implemented this process for iOS

Thanks again for your amazing support :)
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Post » Tue Jan 05, 2016 11:33 am

@SamRock - the engine now works around the issue in the original post, if you're on the latest stable or beta release of C2 then it should basically work exactly the same as it used to, but unmuting on the first touchend instead of touchstart.
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Post » Wed Jan 06, 2016 2:20 pm

Ashley wrote:@SamRock - the engine now works around the issue in the original post, if you're on the latest stable or beta release of C2 then it should basically work exactly the same as it used to, but unmuting on the first touchend instead of touchstart.



Thanks Ashley. This is teh first time I am building for iOS. When you say "Unmute" you mean I need to call the Audio->Set no Silent
Or Audio->Set muted ( for a tag)??
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Post » Wed Jan 06, 2016 7:05 pm

No, you don't need to do anything. It's just that iOS starts off with audio muted, and the C2 engine automatically unmutes it for you on the first touch. The only change mentioned in this thread is that previously C2 would automatically unmute when the touch started, but since iOS 9 it's when the touch ends instead.
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