[Question] Beep working in PC but not in Android

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apexchimps
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[Question] Beep working in PC but not in Android

#1 Post by apexchimps » Sat May 30, 2020 5:58 pm

Hi!

We are using the typical beep beep while the text is displaying, and it works fine in PC, but when ported to Android it only sounds 1/4 of the beeps.

Code: Select all

renpy.music.register_channel("beep", mixer="music", loop=True)
def cb_beep(event, **kwargs):
        if event == "show":
            renpy.music.play("music/sfx-bip.ogg", loop=True, channel="beep")
        elif event == "slow_done" or event == "end":
            renpy.music.stop(channel="beep")
We have tried with several phones, and it always happen the same.

Any ideas?

Thank you in advance!

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apexchimps
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Re: [Question] Beep working in PC but not in Android

#2 Post by apexchimps » Sun Feb 13, 2022 8:15 am

Hi!

I'm still struggling with this issue. I have managed to solve the beep problem by creating wav files with several beeps, instead of just one. Now the problem is that the wav file starts beeping with some delay, which makes it in some cases (short sentences) to start beeping after the letters have stopped appearing. This only happens in mobile devices, and not in PC, so I assume it is due to CPU/memory/etc.

I have reduced it a bit by including the buffer_queue = True when registering the beep channel. I have also tried to free memory with $renpy.free_memory(), but it doesn't help.

This is what I'm currently doing:

Code: Select all

renpy.music.register_channel("beep", mixer="voice", loop=True, buffer_queue=True)
def cb_susie(event, **kwargs):
        if event == "show":
            renpy.sound.play("music/blips/signal_beep_T1_15000_600_1.0_35_1.25.wav", loop=True, channel="beep")
        elif event == "slow_done" or event == "end":
            renpy.sound.stop(channel="beep", fadeout=0.1)
Any ideas?

Thank you in advance.

Best regards!

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Re: [Question] Beep working in PC but not in Android

#3 Post by BioMa » Mon Feb 14, 2022 6:53 pm

From this code snippet, I can't exactly give you an answer as to why the sound is bugged for your game.
I can, however, provide the way I do it for my android port. It's the same code for the PC version, but both of them work perfectly.
Hope it can be of some assistance.

Code: Select all

def playervoice(event, interact=True, **kwargs):
            if not interact:
                return
            if event == "show_done":
                renpy.sound.set_volume(.5, 0)
                renpy.sound.play("audio/sfx/voices/char_voice.wav", loop=True, channel='beepyvoice') #beebyvoice is a custom audio channel
            elif event == "slow_done" or event == "end":
                renpy.sound.stop(channel='beepyvoice') 

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