Comments (12)
i have tried the same thing with the revolver sound class also, it has not worked
from finch.
Looks fine. Are you sure itβs not the accelerator code? Do the events fire? Did you try playing the sound in response to touch, for example?
from finch.
the event is firing i checked by updating a label under those conditions. I havnt tried it with a touch event but maybe I should try that next. could it be the sound in my simulator is not working?
from finch.
Ah yes, definitely try on the device.
from finch.
I havnt sprung for the dev license yet. I am testing the accelerometer over wifi. I might have to buy it now though I suppose.
from finch.
Did you try the demo project? Does it work in your Simulator?
from finch.
In fact it does work. So the simulator probaly isnt the problem
from finch.
Can you mail me your project?
from finch.
Yes. I feel dumb for asking but what would be the best way of going about that?
from finch.
ok i just sent it
from finch.
Take a look in the console (Cmd-Shift-R), Finch complains of sound initialization error. In your case the problem is in the sound file β Finch only supports 8bit and 16bit sample resolutions, whereas your sound has a 24bit sample resolution.
from finch.
thank you sir. i really appreciate all the effort! it works now!
from finch.
Related Issues (20)
- Add MP3 decoding HOT 5
- Popping when playing multiple sounds HOT 3
- Popping? HOT 2
- Update documentation for the new library build HOT 1
- Better error handling
- Better decoder design HOT 1
- FYI: No Sound From Finch w/ OpenEars in iOS 4.3.x
- Volume Control? HOT 6
- Rewrite polyphony to share sound buffers HOT 1
- Stopping a revolver sound stops the wrong sample HOT 1
- Recording? HOT 8
- Finch Demo crashes with iPhone 5.1 simulator HOT 2
- Issues with the Installation HOT 2
- Error handling broken with recent Clang
- Add CocoaPods support HOT 9
- Sound playback delayed on first playback HOT 1
- Compiling for arm64 architecture HOT 1
- new
- Stopping a paused sound doesn't
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from finch.