My iphone application is using the last available release (4.28.05) and my ipod 1st gen has the 3.1.2 firmware. if set a system alarm which pops during my game, i can’t hear anything until I recreate the fmod system object. I have the same problem with phone calls on the iphone 3G. Is it possible to fix this problem without recreating the system object ? Thanks
- pbat asked 8 years ago
I fixed the problem. In fact i was also using audio services in my app, for the playback of some sfx. I removed them, and many lines of fmod log appeared during the phone call, which tell me the interruption was catched. Maybe the use of audio services disabled the fmod handler.
Yes it is essential that FMOD be the one that sets up the audio system for the application. There is a callback that FMOD needs access to that handles recovery after interruption. If another services claims that callback FMOD will co-exist but not be able to recover after phone call. The iPhone SDK does not have provisions for allowing multiple registered callbacks for interruption.
We would prefer not to have to go down that route if at all possible. Ideally people shouldn’t need to rely on the iPhone audio services for anything, however I understand some people are using it for hardware support.
We are dedicated to deliver hardware support by March though (possibly sooner) and work has already begun so hopefully we can cure the problem instead of treating the symptom in this case.
I have tested the "playstream" sample which is working fine. But I can’t understand why it doesn’t work in my application. I tried to use the same initiation parameters (with FMOD_INIT_STREAM_FOR_UPDATE). After a phone call, all the fmod functions return OK, but I can’t hear anything. And when I try to recreate the system object, I have this error :
FMOD::OutputCoreAudio::init : cannot initialize audio device. (err:560030580)
Before the phone call, i called only System::init and System::update.
Any ideas ?
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