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    Latest Update destroyed my play sound behaviors!!!!!!!!

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    • MurtazaM
      Murtaza Admin @Aries29
      last edited by

      @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.

      Aries29A 1 Reply Last reply Reply Quote 0
      • Aries29A
        Aries29 @Murtaza
        last edited by

        @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.

        1 Reply Last reply Reply Quote 0
        • Aries29A
          Aries29
          last edited by

          Can you please allow me to join the beta testers please @murtaza and @hamed? Been waiting for your responses since this morning.

          1 Reply Last reply Reply Quote 0
          • MurtazaM
            Murtaza Admin
            last edited by

            Just manually invited you by your email. hopefully it works this time. Check you emails for an apple testflight email with instructions

            1 Reply Last reply Reply Quote 0
            • Aries29A
              Aries29
              last edited by Aries29

              @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.

              1 Reply Last reply Reply Quote 0
              • Aidan_FireA
                Aidan_Fire @Hamed
                last edited by

                @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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                • Aries29A
                  Aries29
                  last edited by

                  Just checked by email and there's none. Where did you happen to send it? My email add is asperez@bicol-u.edu.ph

                  MurtazaM 1 Reply Last reply Reply Quote 0
                  • MurtazaM
                    Murtaza Admin @Aries29
                    last edited by

                    @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.

                    1 Reply Last reply Reply Quote 0
                    • HamedH
                      Hamed Admin
                      last edited by

                      @Aries29 can you try the link again?

                      1 Reply Last reply Reply Quote 0
                      • MurtazaM
                        Murtaza Admin
                        last edited by

                        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

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                        • HamedH
                          Hamed Admin
                          last edited by

                          @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.

                          Aidan_FireA 1 Reply Last reply Reply Quote 0
                          • Aidan_FireA
                            Aidan_Fire @Hamed
                            last edited by Aidan_Fire

                            @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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                            • Aries29A
                              Aries29
                              last edited by

                              @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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                              • HamedH
                                Hamed Admin
                                last edited by

                                @Aidan-Oxley that doesn't sound right. When I was testing it, I noticed a significant difference between entering 5, 20 and 100 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.

                                Aries29A 2 Replies Last reply Reply Quote 0
                                • Aries29A
                                  Aries29 @Hamed
                                  last edited by Aries29

                                  @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?

                                  HamedH 1 Reply Last reply Reply Quote 0
                                  • Aries29A
                                    Aries29 @Hamed
                                    last edited by Aries29

                                    @hamed as for the collision points, a picture is worth a thousand words. Just look at these please:
                                    2_1544110185192_4965CCCC-594F-4789-9742-7931C56B88BB.png 1_1544110185192_63B5C9A0-F5A0-43A2-BB8D-D118CD1C7FA0.png 0_1544110185192_5D26301F-736C-46AB-9F96-8B44DAF12930.png

                                    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.

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                                    • DavioD
                                      Davio
                                      last edited by Davio

                                      @Aries29

                                      You could just flip the image in Photoshop and then put it back in Hyperpad.

                                      If you don't have Photoshop you can flip the image in the Pages app.

                                      Aries29A 1 Reply Last reply Reply Quote 0
                                      • Aries29A
                                        Aries29 @Davio
                                        last edited by Aries29

                                        @davio thanks for the suggestion. But I need an "in-app" solution for this since it should not be a problem in the first place. You flip, change collision points, then it should work.

                                        DavioD 1 Reply Last reply Reply Quote 0
                                        • DavioD
                                          Davio @Aries29
                                          last edited by

                                          @aries29 I've had this bug as well for quite a while. The easiest workaround is to manually flip it in a separate app and import it as a new image. But you're right, it would be nice if there was an in app solution.

                                          I noticed it does work after the first time you flip it, but you cannot go back and re look at the collision points or else they shift to the right (if you open and close the collision points they move farther and farther away from the image)

                                          Aries29A 1 Reply Last reply Reply Quote 0
                                          • Aidan_FireA
                                            Aidan_Fire
                                            last edited by

                                            @hamed I just tried that on beta 1.230 iPad Air latest iOS. 5 was quiet, 20 was louder, 100 was not loude (and if it was, only by an extremely small amount). Recorded and sent video to Facebook messenger.

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