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@Aries29 Try again
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@hamed still no luck.
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Also, I'd like to inform you @hamed that in the present hyperpad version, play music does not work well with play sound behaviors and other play music behaviors found inside an overlay. In my case, the play music behavior in my scene "does not return and resume playing like it used to" when a pop up overlay with its own play music behavior is invoked. What happens is that, whatever music is playing in that overlay as play music behavior, continues to play on the scene even when the overlay is already closed. My "patch-up" solution right now, is to literally and physically drag a music icon outside the overlay space. Outside where it cannot be easily controlled along with other behaviors. Please. Look into this as well. Hyperpad's sound behavior was pretty damaged after the last two updates. Makes me wonder why you changed the sound engine and caused me a lot of trouble on my project. I have deadlines and at this rate, if your upcoming update is still going to make things worst especially on both play music and play sound behaviors, I may not be able to have this game rated by my jurors and hence, forfeit graduating this March 2019. All thanks to botched up music behaviors in the game.
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And before any of you tells me that it's "just" music behaviors, try playing a game without any. Or one where it doesn't work well. And see how it affects your gameplay and the overall assessment of the game in my case. My jurors will think that hyperpad is crap and instead of persuading them to take it seriously as a creation software and help me recommend it with their stamp of approval to countless teachers in the academe, I'd lose that opportunity for good.
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@aries29 said in Latest Update destroyed my play sound behaviors!!!!!!!!:
Makes me wonder why you changed the sound engine and caused me a lot of trouble on my project.
Because it’s better for the future of hyperPad and is actuallcy better. There are currently some growing pains, but we’re working on ironing out the last few bugs with it.
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@murtaza I fully understand. I just hope it works just as good as the last sound engine did. Got to believe in you guys. But please, do your best to iron this out asap. I wish time is on my side right now. But I can only do so much given how slim my time is at the moment. Still have to write the rest of my paper and fixing this game is already taking quite a toll on my time at the moment. Can you please let me access the current beta app? @hamed has not fixed the link he posted here to let me join.
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Just manually invited you by your email. hopefully it works this time. Check you emails for an apple testflight email with instructions
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@murtaza said in Latest Update destroyed my play sound behaviors!!!!!!!!:
Just manually invited you by your email. hopefully it works this time. Check you emails for an apple testflight email with instructions
Thank you @murtaza.
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@hamed Ok, so after downloading the latest build, I tried the test project again. It seems to work a lot better, but Play Music appears to have a much higher maximum volume than Play Sound. I played them both at 100 volume, they both sounded the same even when played at the same time, but when I tried playing both at 1000, Play Music was much louder and Play Sound seemed to be unchanged. I think they still have different scaling to each other, playing both at volume 20 causes Play Music to be much quieter while Play Sound is still unchanged from when it was 100.
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Just checked by email and there's none. Where did you happen to send it? My email add is asperez@bicol-u.edu.ph
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@aries29 sent it to the one thats in your profile.
On apples side it says invite sent. Check your junk mail maybe? It would be coming from apple testflight, not hyperpad. -
@Aries29 can you try the link again?
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Aries, I resent the invite since it didn't show it being installed/accepted.
Also try the link again if you're not getting any email as others have reported that the link is working for them.
https://testflight.apple.com/join/2tOMSM6Z -
@aidan-oxley Play Music and Play Sound work slightly differently. Play sound has a maximum of about 230 whereas Play music can go higher. The reason for this is because Sound Effects are converted into Midi in the new audio library we're using. And the volume on midi goes from -90 decibels to 12 decibels. We had to convert this into loudness using the formulas here: http://www.sengpielaudio.com/calculator-loudness.htm. So it's going to be slightly off, but good enough in most situations.
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@hamed Play Sound appears to max out at a value of 20 (or perhaps it was 23 because of 230 with no 0?).
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@hamed and @murtaza, I just tested the latest beta build. The play sound works louder now, but it still doesn't solve the sound not returning after an overlay such as pause is invoked. THE SOUND DOES NOT RETURN STILL. Also, I still need to flip the image into its original side before I can change it's collision points. Else, it will create a "ghost” set of collision points of its own ahead of it.
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@Aidan-Oxley that doesn't sound right. When I was testing it, I noticed a significant difference between entering
5
,20
and100
for play sound.@Aries29 Hmm. I don't think we ever resumed sound effects when closing an overlay. Let me see what I can do to fix that.
@Aries29 Can you create a really tiny project that shows the flipping issue with a minimal amount of behaviours telling me what is happening and what should be happening? That kind of issue is really hard to debug on your current project.
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@hamed it used to work before. A simple scenario. Your character is walking in a level. Stumbles on a treasure. You collided with it or touched it as player. Overlay pops up with its own sound or music telling you what it is. Then you close the overlay. By then you should be able to hear your own music and play sounds "back" from that same scene underneath that overlay right? How come you're saying you never allowed that when in ver. 1.190 it works "normally?" And it should work that way logically right? Any music or play sound behavior should resume working after a pop-up overlay is closed. What for is the resume all toggle in your close overlay behavior if not for that?
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@hamed as for the collision points, a picture is worth a thousand words. Just look at these please:
This happens when I am editing the collision points of an object (see pic 3) that is not originally facing the way it should be like this vine above. This vine originally has its tail facing right. I simply "flipped" it over the x axis to face left (see pic 1). Once I edit its collision points, the ghost of its edited collision points appear ahead of it (see pic 2). The only work around I have for this as suggested by @Aidan-Oxley which works as a hit or miss, is to first flip it on its original side, edit its collision points, then flip it back to the way I intended it. Not a fine solution though for an intuitive app such as hyperpad.