I don't know what is wrong with my script, at the moment I have a main menu music playing and this script is meant to overlap and evil laugh sound over the main menu music at a random time different every time.
var soundToPlay : AudioSource;
function Start(){
Invoke("PlaySound", Random.Range(5.0, 20.0));
}
function PlaySound(){
if (!soundToPlay.isPlaying)
soundToPlay.Play();
Invoke("PlaySound", Random.Range(5.0, 20.0));
}
I did set the audio source but I get this error (I think when the audio is going to play) not at build:
MissingMethodException Unity.AudioClip.Play
Any help would be greatly appreciated.
Thank You!
You can play an AudioClip but not an AudioSource, try var soundToPlay : AudioClip;
Related
community!
I use ZEBRA MC3300/android 8.1
I would really appreciate if you'll help me with one question.
The main reason I want to do it is to reduce amount of human error possibly can happen.
When VELOCITY app is on and a worker scans a barcode, there is usually plays a beep sound.
But the problem is that if a worker scans wrong barcode or an object, that is not counted in store, usually the same sound plays.
So I tried to edit this via console.
so, basically, the sound I've added works fine, but an error beep isn't playing when I try to scan any random(not our) object's barcode.
Is there a solution for my problem?
Sorry if my code looks too silly, I'm just trying to improve my workspace :(
Thanks in advance!
function replaceBeep(beepType,soundFile) {
function onBeep(event) {
if(event.type == beepType)
{
Device.beepPlayFile(soundFile);
event.eventHandled = true;
}
}
WLEvent.on("Beep", onBeep);
Device.errorBeep(1000, 300, 50, 0.5);
}
WLEvent.registerScope("session",replaceBeep,null,["2","error.wav"]);`
expecting to play separate beep sounds for wrong and right scan.
I am creating a game using Libgdx. I have a lot of small sounds files in the MP3-format and since it is so many I do not preload them. I only load the sound I want to play when it is to be used, like this:
actorSound = Gdx.audio.newSound(Gdx.files.internal(sound));
The code above works great, but the rest of my sounds do not unfortunately. The actor above has its own class and plays a different sound every time it is touched.
When I try to play sounds in my Gamescreen I get the following error:
AUDIO_OUTPUT_FLAG_FAST denied by client
All the audiofiles have the same properties and have been recorded using the same microphone & Audacity. The files are all 44100Hz and only a few kb in size each.
I wonder why the sounds the Actor plays work and the other sounds do not?
I decided to try to change the non-working sounds to music instead and now they play fine - for a little while that is. I can play a full game, return to the menu and start a new game again. The second time I start a game I only get 3 sounds from the Gamescreen and then it is silent except for the sounds from the actor. The error that appears looks like this:
E/MediaPlayer: Error (1,-19)
I load the Music just the same way as the Sound:
gameSound = Gdx.audio.newMusic(Gdx.files.internal(soundeffect));
I have looked into the two errors by reading posts like these:
AUDIO_OUTPUT_FLAG_FAST denied by client
Mediaplayer error (-19,0) after repeated plays
But I'm not sure what to do or change to solve my problem. I would prefer Sound if that is possible, but Music is an acceptable workaround...
When it comes to Music it is probably as suggested in the URL, that I do not release the media players. I am not sure how to do that?
When I leave the GameScreen for another screen, like the MenuScreen or RewardScreen, I dispose Music first. The other screens use Music as well and the sounds are loaded when needed. When I change back to the GameScreen I dispose again and then start a new game...
Any ideas or suggestions? Any help is greatly appreciated.
I added AssetManager as suggested, and I now have a loding screen that loads all the sounds. I load them as sounds and not music, which is how I prefer it.
The sounds work well in the actual game but once I get to the reward screen, only the first sound plays and after that the app crashes with the following error:
06-02 07:47:09.774 6208-6282E/AndroidRuntime: FATAL EXCEPTION: GLThread 2935
Process: PID: 6208
java.lang.NullPointerException: Attempt to read from field 'com.badlogic.gdx.assets.AssetManager
Assets.Assets.manager' on a null object reference
at DelayedSounds(RewardsScreen.java:538)
at RewardsScreen.Update(RewardsScreen.java:567)
at Screens.RewardsScreen.render(RewardsScreen.java:577)
at Game.render(Game.java:46)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:459)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1562)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1262)
06-02 07:47:13.823 6208-6208 E/AndroidGraphics: waiting for pause
synchronization took too long; assuming deadlock and killing
The DelayedSounds method looks like this:
public void DelayedSounds(){
timer = timer + Gdx.graphics.getDeltaTime();
if(playitem == true && timer > 2){
itemsound = "vinster/" + item + ".mp3";
assets.manager.get(itemsound, Sound.class).play(volume);
//sound = Gdx.audio.newMusic(Gdx.files.internal(itemsound));
//sound.setVolume(volume);
//sound.play();
playitem = false;
}
if(playkeep == true && time > 3){
assets.manager.get("dialog/VINSTEN.mp3", Sound.class).play(volume);
//sound = Gdx.audio.newMusic(Gdx.files.internal("prizes/prize.mp3"));
//sound.setVolume(volume);
//sound.play();
playkeep = false;
}
}
As can be seen I use AssetManager now, and have commented out my old code for testing purposes. I define AssetManager in my main class and then pass it around to all other classes that uses sounds.
The RewardsScreen will only play the first sound and then it crashes on a NULL object reference as it seems.
If I change my code back to using Music in the RewardsScreen it works fine (see the code that is commmented out)
The sound I try to play is exactly the same in both cases. Assets class that handles the loading of all my assets has the sounds included and since I still get a NULL object I assume one or more items fails to load?
I search the logs and find this where it loads the sounds:
06-02 08:05:09.360 9844-9888/E/WVMExtractor: Failed to open libwvm.so: dlopen failed: library "libwvm.so" not found
06-02 08:05:09.395 9844-9888/ E/NdkMediaExtractor: sf error code: -1010
06-02 08:05:09.395 9844-9888/ E/SoundPool: Unable to load sample
Maybe this is related to my problem?
I load all the sounds in the same manner and most definitely seem to work, the loading is the regular:
manager.load("prizes/cash.mp3", Sound.class);
I still find the AUDIO_OUTPUT_FLAG_FAST denied by client in my logs but now the sounds are playing instead of being rejected.
Any more ideas about how to solve this?
Your link having enough information for your bug.
It's not good way to create Resource instance each time in Game, Create once and user All over your game, if possible use AssetManager.
Like create Music instance in onCreate() method of your game.
gameSound = Gdx.audio.newMusic(Gdx.files.internal(soundeffect));
Music having play(), resume() and many other helpful methods.
You can also take a look of this, it may be helpful.
I am currently trying to write code for actionscript that will play a sound. Normally this wouldn't be a problem, however I need to play the sound with the stipulation that it doesn't begin playing until after the sound is finished loading. Is there a way to make sure the sound is loaded before I play it?
You can do the following:
var sound:Sound = new Sound();
sound.addEventListener(Event.COMPLETE, onSoundLoaded);
sound.load(new URLRequest("mySound.mp3"));
function onSoundLoaded(event:Event):void
{
var loadedSound:Sound = event.target as Sound;
loadedSound.play();
}
This is taken from this adobe tutorial.
Good luck coding!
Can anyone tell me the best approach to playing single-tone, audio (.mp3) files in a Windows Phone 8 app? Think of a piano app, where each key would represent a button, and each button would play a different tone.
I'm looking for the most efficient way to go about this - I've got 8 different buttons that need to play a different tone when tapped.
I tried using the MediaElement:
MediaElement me;
public MainPage()
{
InitializeComponent();
me = new MediaElement();
me.AutoPlay = false;
me.Source = new Uri("/Sounds/Sound1.mp3", UriKind.Relative);
btnPlay.Click += btnPlay_Click;
}
private void btnPlay_Click(object sender, EventArgs e)
{
me.Play();
}
But nothing happens, either in the emulator or on a device (testing w/ a Lumia 822). Am I doing something wrong here? It seems like it should be pretty simple. Or would using MediaElement even be the best thing to use for my scenario?
Would this fall under the Background Audio category? I've read through this example but it seems overkill for what I want to do.
I've also read about using XNA's SoundEffect to do the job, but then I'd have to convert my .mp3 files to .wav (which isn't necessarily a problem, but I'd rather not go through that if I don't need to).
Can anyone tell me either what I'm doing wrong in my example above or guide me to a better solution for playing quick <1s audio tones?
I had this problem before with MediaElement not playing audio files. After many attempts I found out that it only plays if it defined in the xaml and AutoPlay is set to true.
Try defining it in the xaml or you can just add it to your LayoutRoot.
var me = new MediaElement();
LayoutRoot.Children.Add(me);
me.AutoPlay = true;
me.Source = new Uri("Sound/1.mp3", UriKind.Relative);
I have had good luck just doing this piece of code in my app. But it may not work as well in your context, give it a whirl though.
mediaElement.Source = new Uri("/Audio/" + songID.ToString() + ".mp3", UriKind.Relative);
mediaElement.Play();
I just developed an App by using adobe air. It contains some animations with background music in mp3 format. The problem is that the music is very jerky when the animation is playing...
FYI, this is the way how I play audio in flash:new Sound(new URLRequest("m3.mp3")).play()
Have I done anything wrong?
BTW, the funny thing is that if you hit the HOME button, and then come back to the app again, everything plays beautifully...
Without knowing more about the code, it seems like the sound is not fully loaded. The file plays as far as it can, then waits for more data to show up, then continues . . . very jerky. You may have to wait for the sound to load completely before playing it:
var s = new air.Sound();
s.addEventListener(air.Event.COMPLETE, onSoundLoaded);
var req = new air.URLRequest("bigSound.mp3");
s.load(req);
function onSoundLoaded(event)
{
var localSound = event.target;
localSound.play();
}
This code is from Adobe's Sound docs.