My Game is a modern bubble shooter and i have like 100 bubbles. They all have script but script doesnt have process or physics process. But the game still has like 5 fps on a Samsung S8 Plus. The phone isnt that old. At least for a bubble shooter. And i'm sure that the problem is the amount of bubbles bc when bubbles begins being generated themselves the game is getting slower and slower bt the amount. IDK how to fix it. It has 60 fps both in pc and my 2019 phone. And when you shoot the bubbles it gets faster bc there arent that bubbles left.
Godot version 3.2.3
I am using camera2 api.
by the way, color effects are not working in some of devices such as xiaomi.
Unfortunately, many phone makers do not properly implement Camera2. Some Samsung phones for example report 1 second as max exposure, but in reality it's 300 ms. NOISE_REDUCTION_MODE also doesn't work for them, but works on Xiaomi.
The only way to reliably get the results you want is use the raw mode and do your own processing...
The situation goes a little something like this:
I am programming Xcode whilst concurrently listening to music on my Bluetooth headphones... you know to block out the world.
Then, I go to launch my app in the iOS simulator and BOOM all of a sudden my crystal clear music becomes garbled and super low quality like it is playing in a bathtub 2 blocks away... in the 1940s.
Note: the quality deterioration does NOT occur if I am playing music on my laptop or cinema display and I launch the sim. It seems to be exclusively a Sim -> Bluetooth issue.
The problem is more than just annoying. Because often after stopping the simulator the crappy bathtub quality music continues. To fix it I have to open sound preferences in OSX and briefly toggle back to my laptop sound and then back to my Bluetooth headphones.
This is a big deal because I launch the simulator 50x a day and have to do this toggle thing every time as well as suffer listening to 40s era mono ham radio quality music.
For your information, the headphones I am using are Plantronics BackBeat Pro and I am up to date on firmware. I am on OSX 10.11.4 and Xcode 7.3... but this problem has persisted through all versions for 2+ years now. Can you save me from the 1940s?
I've managed to fix it, and it actually seems to be a microphone issue. Go to System Preferences -> Sound, select the Input tab and set Internal Microphone as the input (mine was set with my headphones').
Crappy sound goes way after that =)
EDIT (May 30 2018):
I've found out an easier way to do the same as above. Instead of opening the System Preferences, you can just go to the Mac OSX toolbar, press Option (alt) + click on the sound icon and then select "Internal Microphone" from the "Input Device" list. Print screen as follows.
If you're using Xcode 9 or higher, you can set a default audio input and output for the simulator. This can be done by launching the simulator from Xcode and navigating to I/O > Audio Input within the menu bar and selecting Internal Microphone. This solution will save your audio preference so you won't have to change it on every launch.
On Simulator, Select;
I/O -> Audio Input -> Macbook [Pro]
Done.
Seems like years of suffering are finally over, Xcode 12 Beta Release Notes:
Simulator defaults to the internal microphone unless you explicitly choose a different audio source. This avoids triggering phone call mode on Bluetooth headsets which degrades audio quality while listening to music. (59338925, 59803381)
You can also switch to Mac's internal mic in System Preferences -> Sound, that's how I usually fix this bug (I have Sony Wh-1000XM3)
I've made a simple app for Windows Phone 8 using BackgroundAudioPlayer and I've encountered a strange problem:
While I'm trying to play a large mp3 file (for example 70Mb) sometimes (1% of cases) music starts but I hear something like somebody was stuttering (audio player jams?). If I pause, rewind some seconds and play again it works perfect.
im trying to find resources about the possibility to control audio stream from the multitasking bar in iOS 4+. So possibly when app reaches background, when the home button was pressed twice, the audio controls in the multitasking bar should give me some possibility to control my audio stream. I don't know if using simple mpmovieplayer is enough or i should go with AVFoundation.
This is a picture of what i'm meaning:
http://bayimg.com/AabFEAAdg
Thank you very much