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Hi there, we are developing a game for Apple I devices (IPhone/IPad), and initially resorted to OpenAL for sound. We didn’t have any major issues with this library choice, however after adding complexity to our sound engine, we noticed a strange "double static" sound (sometimes) being played after (some) various .wav sound effects. We assumed that this was an issue with the OpenAL library, and re-factored our engine to use the FMOD library in place of OpenAL. Surprisingly, the strange"double static" sound still plays using FMOD! I have recorded this "double static" sound which can be heard here:

http://www.youtube.com/watch?v=0UknNDc_PkY

Naturally, one would assume that it’s the sound file itself that is corrupt, however we have tried replacing the sounds to no avail. We have also tried converting all files to .caf format, still plays static. We have tried re-encoding the sound files to FMOD friendly (i.e. PCM/ADPCM); still plays static sound :(

Does anyone have any ideas?

EDIT

So the problem is fixed. I figured I’d go through a bit of embarrassment to make sure that other people know why we were having this problem. The problem as it turns out was not the explosion sound but the throw sound. It had a long silent gap followed by the two static bursts.

The reason we didn’t pickup on it is, first we assumed the sounds were OK. Lesson learned! Second, when a grenade is thrown we have two sounds which are randomly selected so sometimes we’d never hear it. I guess next time we will just check all the sounds to make sure…

I swear this always happens the day I post a problem on the forums

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It’s hard to hear what the problem is exactly from that youtube clip. Is it the two clicks at the end or the whole track?

Do you hear the glitch in the simulator and on the device? Can you try loading your sound files into the FMOD playsound examlpe and see what that sounds like?

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