Hi,
I'm having some problems with looping sounds on iOS. It's a top-down racing game and the player has a basic looping engine sound that plays via an audiocomponent. The sound is 0.46s in length and loops via an audio cue with a default looping node.
It all works fine in the mobile previewer and editor, but on the device (tried ipad 3 and iphone 4s) it cuts between loops.
I've searched around tried stuff:
Suspected it might have been frame spikes, even though the game runs at a constant 60FPS on the device, so I tried playing with smoothed framerate on/off, with different max framerates... no difference.
It definitely seems related to the sound loop itself - the hitching occurs in time with the loop (if I put pitch down to 0.1, the hitch occurs less frequently, if I put it up to 2.0, it occurs rapidly).
Anyone else got any ideas? I'm fairly inexperienced with audio, so there might be some other precautions I could take when exporting the sound?
I'm having some problems with looping sounds on iOS. It's a top-down racing game and the player has a basic looping engine sound that plays via an audiocomponent. The sound is 0.46s in length and loops via an audio cue with a default looping node.
It all works fine in the mobile previewer and editor, but on the device (tried ipad 3 and iphone 4s) it cuts between loops.
I've searched around tried stuff:
- Made *all* sounds, including that one, are 22050Hz, Mono, 16bit WAV
- Made sure the package is loaded at startup
- Tried in release and shipping
- Tried various sound classes
Suspected it might have been frame spikes, even though the game runs at a constant 60FPS on the device, so I tried playing with smoothed framerate on/off, with different max framerates... no difference.
It definitely seems related to the sound loop itself - the hitching occurs in time with the loop (if I put pitch down to 0.1, the hitch occurs less frequently, if I put it up to 2.0, it occurs rapidly).
Anyone else got any ideas? I'm fairly inexperienced with audio, so there might be some other precautions I could take when exporting the sound?
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