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AppGameKit Classic Chat / Wav doesn't even loop seamlessly

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nz0
AGK Developer
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Location: Cheshire,UK
Posted: 1st Dec 2011 00:42 Edited at: 1st Dec 2011 01:32
So no MP3 seamless looping? Fine.
I only have short pieces of music in this game so I can put up with WAV for my looped music... but no - this doesn't even loop [seamlessly].

nz0
AGK Developer
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 1st Dec 2011 02:19 Edited at: 1st Dec 2011 21:03
Something that might help you solve this: There's a ~40K memory leak each time the WAV loops. At least with the WAV i`m using - 2203KB

[edit] KB!

DVader
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Posted: 1st Dec 2011 20:47
2203 MB? Thats a pretty big wav file there, unless you mean kb. So far, I haven't had many real problems with sound playback, but I have seen several posts about similar issues. Have you tried a smaller file? The largest I have used so far is about 5mb. I haven't noticed any gap between loops as of yet, at least on windows. I haven't tested much on other devices.

nz0
AGK Developer
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Location: Cheshire,UK
Posted: 1st Dec 2011 21:02 Edited at: 1st Dec 2011 21:07
Sorry, yea. 2203Kb

This is on Windows, let alone a device...
I've edited the post

Don't forget - I'm only using WAV for looping music because of the MP3 issue. The music is only 25sec long...

The Slayer
Forum Vice President
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Playing: (Hide and) Seek and Destroy on my guitar!
Posted: 1st Dec 2011 21:21
You could try .ogg for looping purposes. Had problems in DBPro too with wave files, but .ogg files looped seamlessly.

Hope this helps.

nz0
AGK Developer
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 1st Dec 2011 21:24
@Slayer: Not really. OGG wouldn't be much use/guaranteed on other platforms.

As it happens, I tried to play WAV with playmusic, but it actually loops perfectly with playsound.

I'll still log the memory leak bug on the list though, but I can get away with playsound I think..

baxslash
Valued Member
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Joined: 26th Dec 2006
Location: Duffield
Posted: 1st Dec 2011 21:27
I think your best bet unless this is fixed is to work out exactly how long the clip is and use a timer to decide when to play the sound again. Audacity gives a pretty accurate sound length.


nz0
AGK Developer
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Location: Cheshire,UK
Posted: 1st Dec 2011 21:34
Playsound() works fine now I tried it
This issue was limited to playmusic()

Mobiius
Valued Member
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Location: The Cold North
Posted: 3rd Dec 2011 09:33
WAVs should be played only as sounds, MP3's only as music.

It says in the help file:

LoadSound() - The filename of the sound file to load, must be a WAV file.
LoadMusic - Recommended to be MP3s, excepts Bada, where you should use OGGs

My signature is NOT a moderator plaything! Stop changing it!
BatVink
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Location: Gods own County, UK
Posted: 3rd Dec 2011 11:05
This issue is already logged as a bug.

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