How to debug Webchat in iPhone Simulator - web-chat

I was facing an issue on Audio not playing in voice bot in iPhone (Mic works) alone and was trying to debug the same in iPhone simulator in Mac (since I don't have access to a real device). However, in the simulator, the sample bot doesn't seem to be working. Here is the screengrab:
How am I supposed to debug this issue?

You'll need to test directly on an iPhone. Per the iPhone Simulator docs:
Hardware Differences
Though most of the functionality of devices can be simulated in Simulator, some hardware features must be tested directly on a device. The hardware features that are not simulated as of iOS 8.2 are:
Motion support (accelerometer and gyroscope) are unsupported.
Audio and video input (camera and microphone) are unsupported.

Related

WebRTC control audio playback on android mobile device - chrome broswer

Android Chrome V(50.0.2661.89) has webRTC support. So i'm trying to set up Webrtc call between Mobile chrome browser and Desktop. All works good. But on Android mobile (Samsung S4, all event few more brands). audio output is coming on both Ear piece and External speaker. I could not control the output audio to playback only on Ear piece. Like normal mobile calls.
<audio> tag has ability to set playback device id by using this HTMLMediaElement.setSinkId(sinkId).then(function() { ... }) but in mobile chrome its not enabled.
If it try to get all media devices. it gives only 1 kind audio output as default. I know this possible in native android app, But did anyone succeed in getting this playback control on mobile browser? Please post your comments if you have any idea on this.
I've attached by mobile chrome console for reference.

Why does SimpleAudioEngine behave differently on each platform, and is there a way to configure it?

I am using SimpleAudioEngine to play sound effects on my app. It works on Windows Phone 8.1 (Universal), Android, and iOS. But I noticed the following behaviour which is not consistent:
In iOS, if I am listen to music on the Apple Music app, and then I launch my game, the music is silenced.
In Android, the music from Google Play is continued to be played even after launching my app. I can also hear the sound effects from my game.
In Windows Phone the behaviour is the same as Android.
Why is it different for iOS, and is there some way this can be configured ?
I am using cocos2d-x v3.7 (C++)
On iOS, SimpleAudioEngine uses a different codebase, and the default settings in CDAudioManager are to play effects and music (only if no other music is playing). If you edit the CDAudioManager code you can change the default settings of SimpleAudioEngine, or alternatively, just use CDAudioManager on iOS.

HTLM5 canvas game (easeljs) slow peformance on ipad (ios7) with phonegap

I have developed a game with easeljs for HTML5 Canvas.
the game is a single HTML5 page with canvas and a lot of javascript.
All this time I tested the app on iOS Safari (iPad3 iOS7) with 40~50 fps via a local server.
when I packed in a xcode app with phonegap, it becomes incredible slow near to 10fps..
I noticed the same behaviour when I added the page to homescreen.
There is any way to make make a good performance with html5 canvas app games for ipad (iOS7)?
Don't use Phonegap. Try CocoonJS!
Ok, I found the solution for this.
The actual phonegap implementation uses default webViewer, which is quite slow. Ludei (www.ludei.com) has a great solution for HTML5 canvas high performance games, CocoonJS. It works great on iOS and Android, there is not for WindowsPhone. However there is no need for it on Windows Phone 8. Windows Phone 8 has the highest native HTML5 canvas performance I ever seen.
so Don't use Phonegap. Try CocoonJS!

Which devices support adobe air?

I am willing to switch my old flash and web apps/games to adobe air so they can also be available to mobile users and need to know how known adobe air is among devices. So my efforts don't get waste.
There are mobile devices running FlashPlayer natively. Like you stated, it's possible to compile an AIR application to a native app which allows you to publish for Android and IOS devices, so that makes the reach even bigger.
FlashPlayer capable devices:
http://www.adobe.com/devnet-apps/flashruntimes/certified-devices.html
Android devices:
http://en.wikipedia.org/wiki/Comparison_of_Android_devices
IOS devices:
http://en.wikipedia.org/wiki/List_of_iOS_devices
Small note: There are no devices running Adobe AIR(?) correct me if I'm wrong
Have a look at the Adobe AIR Technical Specs
I hope that helps.
AIR itself is not really "known" among mobile devices that I've encountered practically. Instead, AIR will compile to a native app which means an .IPA for iOS or an .APK for Android. In that context it is not technically "AIR" on those devices but the native binary.
If you download the free FlashDevelop here http://www.flashdevelop.org/ you can use their pre-made AIR for Mobile template to see how these are compiled.
Windows 8 / Metro / Surface
The Adobe roadmap focus on Flash Player for Metro / Windows 8 but Adobe has said elsewhere that AIR will be the vehicle for this (http://blogs.adobe.com/digitalmedia/2011/09/flash-support-on-windows-8-and-metro/) but do not yet have firm releases / support http://www.adobe.com/devnet/flashplatform/whitepapers/roadmap.html.
Blackberry
There is a Blackberry SDK for Blackberry 10 and Playbook. I have not played with these, but you can find out more at https://developer.blackberry.com/air/

OpenGL usage on mobile HTML5 games

I have an HTML5 game running in desktop web browsers using WebGL. Obviously HTML5 and jscript can be built out to the mobile platform, but then what happens to the WebGL code?
I assume WebGL doesn't work very well in mobile apps.
Then how do you use OpenGL in mobile HTML5? Is there a jscript binding to OpenGL ES?
Thanks
EDIT: Just to be clear I am talking about native installed mobile apps not browsers. As in using something like PhoneGap
Nicol,
appMobi has integrated WebGL into its iOS and Android native wrappers, giving roughly 10x performance boost for HTML5 canvas drawing. appMobi is similar to PhoneGap, in building a native "wrapper" that your HTML5 lives inside, with a JS API that lets your game access all of the operating system functions. Here's a page describing the acceleration, which we call directCanvas. http://www.appmobi.com/index.php?q=content/directcanvas-accelerates-html5-game-performance
Hope this is helpful!
Roy
I assume WebGL doesn't work very well in mobile apps.
What does you make think this? WebGL has been based on OpenGL-ES 2.0, which is the OpenGL-ES profile supported by most mobile devices out there. So WebGL maps nicely to mobile devices' GPU capabilities. It's more a question of browser suppport, than performance.