Sound issue, iPad limitation or incorrect frequency?
oxigenow
Member Posts: 17
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
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
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
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).
;-)
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.
I have the same problem, but the solution proposed here doesn't work very well (for me at least).
Someone has other solutions?
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
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
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...
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
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
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
you get the "crunch" even if you play only two notes quite fast (and not necessary the same note)...
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
I'll make more experiment with audio files, maybe the problem is here...