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Topics - SinGala

#1
Hello everyone,

I am currently working on making an Android version of an AGS game, and I realized there was a freeze issue because of the ambiant sounds, I am not sure if it is normal or a bug, so here I am.

Here is a snippet of the current code to help explain the issue:

Code: ags
function room_repeatedly_execute()
{
if (variableLevel == true)
{
variableLevel = false;
player.Say("Test Line");
ambianceSound.Play(eAudioTypeAmbientSound, eRepeat);
player.Say("Second Test Line");
}
}

When the room is loaded, all the sprites/objects are visible in the scene. However, if we take the code above, the "Test Line" will appear, but then we will have around 10seconds of freeze where nothing will happen on screen before the "Second Test Line" text appears and the game continues.

After some debugging, it appears that the fact that the "ambianceSound" file is in .ogg is the reason behind the freeze issue, since deleting the line fixes the problem.
Changing the sound file for a .wav creates a seamless experience in-game, while a .mp3 will create a very short freeze (around 1 second max).

I however have quite a few ambiance files, and putting them all as .wav might be a little too heavy on the long run for this game. Furthermore, this game is also being released on Windows, and the .ogg files work perfectly there. The only issue arises when I try it on an Android build...

So my question is this one: is it a AGS issue, or is it normal behaviour? And if it is a normal behaviour, is changing my files to .wav the only real solution I have?


Thank you in advance for your help!

EDIT: I am using a Samsung Galaxy Android phone that can run Star Rail so I don't see how a AGS game could be a problem for it. I'm also using the 3.6.0 patch 6 version of AGS
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