Recently I created a game for android and everything works well with fmod except in some smartphones.
The issue comes when the method onPause() is called on the main activity, initially I didn’t call any fmod method but when I returned to the application the sound was gone. Then I tried to add the method stop() of my fmod audio device when onPause() was being called and start() when onResume() was being called. Everything seemed to work well on my phone (a motorola defy) but with one of my friends phone (xperia neo) when he pauses the application pressing the home button the audio continues playing (even calling stop() method as I said).
Am I missing something with onPause() / onResume() related to fmod api on Android?
By the way this is the game:
https://play.google.com/store/apps/deta … ingAlley3D
I have added an Exit button on the main menu to close the application if this sound error happens.
- shruglins asked 7 years ago
The FMOD Java interface only affects devices that use the Audio Track output mode. FMOD will auto select the best available output mode on a per-device basis favouring OpenSL if it’s available. To ensure consistent behaviour consider calling System::setOutput(FMOD_OUTPUTTYPE_AUDIOTRACK) before System::init.
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