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    Paul Gene Thompson
    @PaulGene
    I don't find Android anywhere near as bad but yeah you constantly chase your tail making mobile games
    What game/s are you making?
    Apple though... they just surprise released iOS 14, which means updating Xcode to a beta version, which also means updating macOS :@
    And the update will probably just kill my VMWare macOS
    Which will mean totally reinstalling a new version
    on and on and on
    I don't have time to put new features in the game
    slabgames
    @slabgames
    the live ops is just keeping up with the newest SDK

    And the update will probably just kill my VMWare macOS

    macOS is runnable in VMWare?

    slabgames
    @slabgames
    which version of macOS?
    Paul Gene Thompson
    @PaulGene
    All versions run on VMWare with some tweaks
    I've been doing it for years, with a fast PC it runs amazingly well
    I'm currently running MacOS Catalina 10.15.6
    It works great, the only issue comes with MacOS system updates...
    slabgames
    @slabgames
    it seems BillingHelper class no longer exists, so I added these line of codes to replace logWarn from BillingHelper
    private static void logWarn(String tag,String msg) {
            Log.w(tag, "In-app billing warning: " + msg);
        }
    it's codes from BillingManager.java
    Paul Gene Thompson
    @PaulGene
    Screenshot 2020-09-19 194025.png
    Been doing some iOS crash testing and keep getting this sound crash ^ :(
    Any ideas @hughsando ?
    Paul Gene Thompson
    @PaulGene
    I'm using NME 6.1.5 from nmehost
    Paul Gene Thompson
    @PaulGene
    Also NME wont go full screen on Android devices with in-screen cameras... think it's something to do with new safe insert API's / cutout settings
    Paul Gene Thompson
    @PaulGene
    I'll look into it
    Paul Gene Thompson
    @PaulGene
    I still cant fix the sound crash :(
    Is there only 1 sound engine option on iOS ?
    anyone out there
    Hugh Sanderson
    @hughsando
    Looks like a pretty innocuous call. Must be the sourceId - possibly closed already? Or perhaps some other buffer-overwrite thing that has stomped on memory.
    ios has the "AvPlayer" sound, which I thought was the default.
    I notice "getLeft" and "getRight" protect the get call with "if (sourceId)..." in case the sound has been stopped. Maybe this is all that is needed.
    Hugh Sanderson
    @hughsando
    Probably "setPosition" and "bool playing()" too, just to be paranoid.
    looks like "avplayer" is default for mp3 - I assume you have non-mp3 files?
    Paul Gene Thompson
    @PaulGene
    Hi thanks Hugh, funny thing is I switched from mp3's to wav's because it was crashing!
    I did loads of tests back then and it was solid with wavs + openal , I think something weird is going on and a native extension is causing some mischief
    But, it sounds like it could be a good idea to put those null checks in anyway
    Hugh Sanderson
    @hughsando
    What wold be handy is a way to make it crash. like spamming a whole bunch of start-stops in a loop or starting 50 sounds at the same time, or something that your app is doing other than just play tracks start-to-finish or maybe doing something like removing the track in its own on-finish callback.
    Also, forced garbage collections at odd times, like right after a sound start started or stopped or removed.
    If the sourceId is null, logging when it is made null (failed to load, force stopped, app lost focus, ad started etc) would be handy.
    If it is an external library, the main candidate would be starting or stopping the sound from the non-main thread. It might be worth putting some kind of runtime check in.
    Paul Gene Thompson
    @PaulGene
    It looks like audio changes made to NME Host v6.1.5 from v 6.1.4 are where my crash problems came in
    There are lots of audio changes in sound.h / audio.h / IosSound.mm / OpanALSound.cpp / Sound.cpp / Sound.hx
    But I can't find any pull requests or commits on github related to the changes!
    So I've just rolled back for now and everything is ok
    Yes you are right on a making a sound test sample to help find these problems, its something on my to-do list
    I need to get one more Renegade Racing content update out next month and then hopefully I can commit some time to NME
    Hugh Sanderson
    @hughsando
    Ok, it's good to know where to look.
    Hugh Sanderson
    @hughsando
    The the sound changes were to allow multiple "suspends" to be put on the sound. For example, if the app goes inactive, then the sound should stop. If the developer wants to show an ad, the sound should also stop. But then say the ad finishes and the sound resumes - but maybe the app is still inactive, so it actually should not resume. haxenme/nme@fb8bde8
    The total effect might be that the sound is suspended longer than it used to be and then a sound might "finish" while it is also suspended and this is causing a logic error. I'm just guessing here. There might also be a bug somewhere.
    Paul Gene Thompson
    @PaulGene
    Ah the AppLovin commit, I ignored that thinking it wouldn't be related to sound :D
    Really I need to find out exactly what is causing the crashes in avplayer (mp3s) and the latest changes, as soon as this Renegade Racing update is out I'll be on it...