Sound issue, iPad limitation or incorrect frequency?

oxigenowoxigenow Member Posts: 17
edited November -1 in Working with GS (Mac)
I´ve created my first GameSalad test. It´s a simple piano.

In GS works fine (each sound is sampled) when press a key quickly and repeat sometimes (to test the performance). Performance is OK in my computer, but in iPad and/or iPhone sounds "crunch" when I press a key two times quickly.

I tried with CAF and OGG formats (files are 16kb. only), tried to run to complete de play for each file, etc...

It´s a performance test, but when play the piano (app) sounds those "crinch" sometimes.

Where can I failed?

Thanks ;-)

P.S.: Sorry for my english, I´m spanish

Comments

  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    I have run into that too

    I think it has to do with it playing twice really quick

    instead of using "touch is pressed"

    try "mouse is inside" and "mouse is down"

    this will also allow you to do a slide across the keys without having to lift your finger up before hitting the next key.... a la Jerry Lee Lewis
  • RattleheadRattlehead Member Posts: 485
    Me three but the solution that JamesZ talks about also fixed it for me and it has been good in testing for the past couple of weeks.
  • oxigenowoxigenow Member Posts: 17
    Thanks JamesZ

    I tryed and sounds better; now the problems are:

    With "mouse inside" works fine, but key is down all the time. With "mouse is down" play all the keys that have the same code.

    I have similar problem with sound execution: I play a key and sounds good. I play it again and sounds good... but I play it again and sounds bad (with a "crunch" or "cut"). I had try with all the keys and have the same problem. When the sound is bad? Once at second pulsating, other times at fourth time...

    I think it´s a problem while a sound don´t finished and we call again it play. When I play the sound and it finished there is no problem.

    I think that help a solution where we can play a note, and when press again the key GS plays an instance of the sound. If we play two time quickly, we ear the two sounds of the same key (similar to sustain piano).

    ;-)
  • oxigenowoxigenow Member Posts: 17
    I tried with a sustain guitar and failure is bigger.

    I can say that problem is because a sound is playing and need to play again (at this time can ear the "pots").

    I would need to stop the sound play of one key of the piano when touch is nor pressed or is out of the actor... or play the same file at the same time.
  • 68kStudios68kStudios Member Posts: 219
    Hi everybody.

    I have the same problem, but the solution proposed here doesn't work very well (for me at least).

    Someone has other solutions?
  • josecastellojosecastello Member Posts: 17
    How about the latency? Do you get the sound immediatley after touching the ipad screen or you have a little delay? I tried to make a percussion instrument on Gsalad but the latency was too high (unable to play along a song). What´s your experience?
  • 68kStudios68kStudios Member Posts: 219
    I get the sound immediately, with no latency and no delay.
    Except the "crunch" if you play too fast, it works great.

    I've tried CAF, OGG and I've tried to import directly wav files (GS transform wav in ogg): with CAF and wav, it's sounds good in the preview version on computer, but bad on my ipod 3g. If I use ogg, it sounds bad even on computer.

    So, any idea?

    PS: sorry for my english ;)
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    You definitely need the Run to completion and Loop unchecked. I can't think of what else it could be. If still not working, you could always save it as Music and try a Play Music instead of Play Sound; see if that works better for you.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • 68kStudios68kStudios Member Posts: 219
    run to completion must be on (in my situation at least), otherwise the sound of the instrument is cut if you play an arpeggio. And loop is actually unchecked.

    If I use "play as music", i cannot play more than one sound at the same time...

    maybe it's a problem of sound conversion...I can't figure it out...
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    I see now, playing the sound as music is a no-go.

    As to playing an arpeggio or chord, providing each of your piano keys is set to play a separate sound from each other (rather than the same sound changing pitch); whether using when touch is pressed or mouse is down, all keys will play. Then if you make sure you don't have Run to Completion checked, any or all of the sounds will stop playing when you release the keys (touch released or mouse up), just like a real piano. Hope that helps you.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • 68kStudios68kStudios Member Posts: 219
    But I'm not trying to make a piano simulator, but a mallet instruments :p

    so, when you touch one note, you can't control the sound until it stops naturally: "run to completion" must be on, otherwise it sounds unnatural.

    Anyway, thank you ;)
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Okey dokey; your very first post did say piano... ;-)

    A way to make this work would be as follows:

    Make integer attributes called StillPlayingA, StillPlayingB, etc; up to the amount of keys you have and import each mallet sound as separate sounds, rather than 1 sound set to different pitches

    In each of the actors (instances of a Prototype will be best, I think) put the following Rules

    In the first key's rules:

    When mouse is down/touch is pressed ----- whichever you want
    When StillPlayingA <4 -------(or maybe 5, it'll need some experimentation, depending on the length of your sound samples)
    Change attribute StillPlayingA to StillPlayingA+1

    Otherwise
    change attribute StillPlayingA to 1

    When StillPlayingA is 1
    Play Sound key1

    When StillPlayingA is 2
    Play Sound key1

    When StillPlayingA is 3
    Play Sound key1

    In the second key's rules:

    When mouse is down/touch is pressed
    When StillPlayingB <4
    Change attribute StillPlayingB to StillPlayingB+1

    Otherwise
    change attribute StillPlayingB to 1

    When StillPlayingB is 1
    Play Sound key2

    When StillPlayingB is 2
    Play Sound key2

    When StillPlayingB is 3
    Play Sound key2

    Etc. up to the amount of keys/blocks you have.

    This way, even playing a single note in quick succession, it will play the whole sound with Run to Completion checked.

    The above isn't tested, and so might need a bit of tweaking, but you can see the principle, I'm sure.

    :-)

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • 68kStudios68kStudios Member Posts: 219
    thank you again, tomorrow I'll give it a try :D
  • 68kStudios68kStudios Member Posts: 219
    nothing :<

    you get the "crunch" even if you play only two notes quite fast (and not necessary the same note)...
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Well, I don't know what's going on there now, sorry. It's easy to say it's a bug, but maybe it's something else; can't think what though.

    Have you tried replacing the sound files? (Mono ogg created in an audio editor? Might do the trick...might not...)

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • 68kStudios68kStudios Member Posts: 219
    Yes, I've tried even mono ogg...

    I'll make more experiment with audio files, maybe the problem is here...
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