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AppGameKit Classic Chat / Music file problems

Author
Message
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 21st Feb 2013 09:51
Got some really nice music for my game. But I can't get it working. The mp3 in the example projects works fine. With my little experience in MP3s I can at least compare bit rates. The example is in 128k while I have a file with variable bit rate that crashes AppGameKit and the others have fixed but higher rates and they don't play at all. So, anyone knows if the mp3s have to be 128k to work with AppGameKit or i there's something else I am missing?


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xGEKKOx
AGK Master
16
Years of Service
User Offline
Joined: 7th Dec 2008
Location: Italy
Posted: 21st Feb 2013 10:25
In my opinion, if you are developing for a mobile device, you don't need 128k.
I always used 64k Mono fixed bitrate at 22050hz.
You can save much space in this way.

But if you wanna use the best, max is 44100Hz 128k Stereo.
This is what i tested on iOS, Mac.

Long life to Steve!
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 21st Feb 2013 10:47
Thanks for the tip. Gonna see if I can convert the files myself with Audacity and get it working and getting the file size down.

Music are the biggest space hog. Each song is currently as the big as the rest of the .apk. But when playing games on PC and possibly Ouya it would be nice if AppGameKit could play higher quality MP3s.


Demo 2 is out! Click the image for more.
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 21st Feb 2013 11:59 Edited at: 21st Feb 2013 12:04
Well, problem solved. 128k works, to me it sounds exactly the same but takes up less space. 64k have a noticeable lack of quality but as you say wouldn't make much difference on a phone. Unless you are using headphones. Half the filesize compared to 128k is nice though.

Thanks again


Demo 2 is out! Click the image for more.

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