To silence my game when returning to the menu, I call this code:
alListenerf( AL_GAIN, gain );
This works just fine on Linux: the game goes silent.
When I run on iPad PRO, the sounds are still played, and volume is not affected at all.
Is AL_GAIN optionally implemented in the spec or something?
Using OpenAL device 'Default Audio Device'
Using ALUT 1.1
AL_VENDOR Apple Inc.
AL_RENDERER Software
AL_VERSION 1.1
This is on the latest iPad PRO model, by the way.
Whoa! the plot thickens... setting gain on iPhone6 works, on iPad PRO it does not. The same binary.
It is probably an iOS version thing. The iPad is on iOS 11.4 and the phone is on iOS 10.3.3
in linux and other platforms setting the volume to 0 works but for the ios13 bug as in the iPad pro change the volume to 0.001f and it should bypass Apple's bug.
Related
I've Installed the newest version of Android studio, including the newest version of HAXM, ndk, sdk and whatever other related dependencies it installs. Intel Virtualization bios setting thingy I can't remember the name of is enabled and I have no trouble in virtual box and such.
I created an empty activity and tried testing it on the phone, works perfectly. Then I tried it on the emulator and there is a problem when it is hardware accelerated. It just opens a white window. The android studio displays 0 errors and thinks it ran the app properly. The graphics card I have is a gtx 1060 6gb. When it is software accelerated it works but is so slow I would rather use a chisel on a rock to draw the application usage.
So if someone knows a fix it would be nice.
Thanks
Well I have discovered that in order to solve the issue you have to go to the sidebar menu click More>Settings>OpenGL ES Renderer and(in my case) set it to Angle(D3D11) or Angle(D3D9) or Swiftshader. After that you simply restart the emulator and the issue should be gone.
For me Desktop native OpenGL and Autodetect based on host(which probably sets it to the first thing) don't work and leave you with a white screen.
In case someone finds this useful, you can set software acceleration as below and this solved the issue for me on Mac OS. (OP also mentions it works with software acceleration)
Tools > AVD Manager
Select virtual device
Click on Edit (pencil icon for me)
Click "Show Advanced Settings"
Look for Emulated Performance - Graphics
Select "Software" option
Current version of the emulator (27.1.3) doesn't work for me. The emulator just shows a white screen. Even playing with the gpu in the .ini configuration didn't work.
Once I downgraded to 26.1.4 (https://dl.google.com/android/repository/emulator-darwin-4266726.zip) the emulator started working again.
It seems that the Android Emulator is somehow conflicting with the NVidia Web driver on Mac OS. I had the latest NVidia Web driver (378.05.05.25f04) installed and I was having this same problem - the white screen whenever I used Desktop Native rendering (or left it at the automatic default which selects that as well).
I tried the Swift Shader as well, it works but the performance is abysmal!
On a hunch, I switched back to the OS X Default Graphic Driver from the Nvidia Pref Pane in Apple menu settings, and the Desktop Native driver is now working great after the computer restart!
The same problem can happen to the lightning fast Microsoft Android Emulators utilizing Hyper-V that work on both Intel and AMD CPU based PCs. The solution is in the same line as the accepted answer. For those who use Microsoft Android Emulators and land here by searching "android emulator white screen", here is the screenshot showing how to solve the problem by changing the default hw.gpu.mode from the default "auto" to "mesa":
So sorry
Check your onCreate method in your MainActivity.java, it should have setContextView(R.layout.activity_main)
I developed the game in j2me. I need emulator for screen 240x400 touch and 360x640 touch. Where should i get ?
Download any of the manufacturers custom SDKs (SonyEricsson, Nokia, LG, Motorola )and find a device with your resolution
PS: It may be difficult as many of them moved to Android or other technologies
I am developing Qt application for Windows CE 5.0 device.
My setup is:
Qt 4.7.3 compiled with Visual Studio 2005 using Windows CE 5.0 Standard SDK.
Everything works OK on real device, though I would like to test software "locally" in an emulator.
Visual Studio 2005 provides Pocket PC 2003, Windows Mobile 6 emulator images but no Windows CE 5.0.
Windows Microsoft CE 5.0 Emulator does that, but its sample device is based on i486, so this doesn't work for me...
I found some kind "Plaftorm Builder" and "ARMV4i BSP for Windows CE 5.0", but I am not building device or it's SDK, and I am not interested in specific device at all. All i need is "generic" AMRv4 WinCE 5 image for basic testing...
So what is possible outcomes for me?
Microssoft stopped providing Windows CE OS images for the emulator after the x86 emulator was abandoned, and for good reason. Windows CE is a modular OS so it's not possible to create an Emulator OS image that matches what all devices are and my guess is that there were too many support calls and complaints about how the emulator either contained something unwanted or didn't contain something that was wanted. The point being that there is no "generic Windows CE device" so there's no way to create an emulator of one.
The response from Microsoft was to provide the ARM-based Device Emulator 3.0 (available as a Standalone Release) and a BSP for the emulator so developers can create their own OS images that match their actual target hardware OSes.
So your options are to either create an OS yourself or find an OEM that provides an emulator image for their device (I'm not aware of one offhand, but I very, very rarely use the emulators so I've never bothered to look).
any suggestion for iphone simulator in linux or window? that have browsing ability to localhost or local network?
You can install Mac OS X in VirtualBox and then get an Apple developer account and XCode. Then you can use the iPhone / iPad simulator included. There are lots of tutorials for installing Mac OS X in VirtualBox, but it still takes about 3-4 hours before you have everything setup.
You can also use Safari on a PC. They use the same rendering engine (webkit) and act pretty much the same (minus touch related issues).
You can try this
http://testiphone.com/
not a good one but the browser does it all.No need of simulators;-)
I'm currently involved in a research project that requires me to access a Windows Mobile Camera and sound recorder with J2ME to, well take pictures and record sound... the phone has to be a windows mobile for some reason that has nothing to do with me and the software has to be written in Java, also not my decision.
So I need to try and find a phone that supports this (if one exists) so I'd like to know if anyone has found one?
Thank You For Your Help.
(Note the phone supporting MMAPI (JSR 135) does not imply that you can use the camera and sound recorder, our current phone has this and has not access).
First, if you have any Windows Mobile 6.x device, please try to use JVM build for Windows Mobile from Sun Microsystems => http://blogs.oracle.com/javamesdk/entry/jvm_for_windows_mobile
Or, you can buy LG Monaco (WM 6.5) from AT&T network. It has Java ME with MMAPI camera support. Also, LG Incite (WM 6.1) have MMAPI camera support.
As I know, recent HTC WM device with Java ME also support MMAPI camera features.
Good luck.