I want to play a few sound effects with SimpleAudioEngine from cocos2d-x v3, some of them should repeat forever.
Now when i start a sound effect with:
CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("mg.wav",true);
and play for example the following sound effect 31 times:
CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("box.wav");
my mg.wav stops. Thats because IOS and Android only allows 32 sound effects. But why is that a problem when i play 31 times the same sound effect? I thought that only counts for different effects?
Now how can I solve that issue? Background music would work fine, but i can only play one background music at the same time.
Kurt
CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("fileName.mp3",true);
Related
I've been trying to replicate this effect apple has on their website. I have been able to do the stop & start effectively on scroll but the reverse playback is an issue.
I've searched and old solutions on the website point to a reverse video which i've done but given that apple has done it for both ipad air and mac pro, I am sure there is a new solution.
Do let me know if you have been able to figure it out. I checked the website, they only use one video.
Thank you so much.
Apple reference
Neat. So they have one big video file (named 'story.mp4') which contains all the transitions. Then have code that can ask the video to play from one point in the file to another point, rather than playing from start straight through to finish.
But you've figured out that much and you want to know how to play parts of the video in reverse? Perhaps this question and answer will help: Is it possible to play HTML5 video in reverse? According to that, it comes down to setting the media element's playbackRate to -1.
I stuck in a big problem I am playing audio in background using BackgroundAudioPlayer working fine while I am playing another audio file using MediaElement on foreground the background sound is stopped.I want to play both sound simultaneously background and foreground please let me how it will be done.
MediaElement and BackgroundAudioPlayer are exclusive - you can only use one of these at a time.
You are able to play additional sounds using the XNA SoundEffect APIs however. For example of these APIs see this blog entry.
I have to play video loop (2 second HD quality), and there is problem with playing video from the begining because method seek(0) always freeze Flash Player for a moment. There is now way to avoid this problem.
I have an idea, to play 2 netstreams in 2 separeted workers, but dont know how to share stage to do this ;[.
i have same problem.
i have embed the flv video in swf and play it in time line .
with embed vido you can loop it smoothly, this is a good solution in some cases.
(unconditionally embedding the video in swf have performance issue increased when ever your project become more complicated.
another issue is the swf file size become larger and larger
)
I'm making a simple HTML5 game and decided to enable the FPS counter in Chrome, and I noticed something odd.
When running the game normally I get around 24 FPS, but when I move the window using two fingers on my mac, enabling the bounce-back effect the frame rate shoots up to 50-70 FPS.
I've tried to find out why by using the Dev Tools in Chrome, but unfortunately I don't seem to be able to make sense of it.
I've posted pictures of the game with the FPS counter just below:
Low FPS
High FPS
Did you try Timeline with Frame mode?
I am creating a webcam air app. This app will also have some intense sprite animations.
Without Hardware Acceleration everything works fine, but my sprite animation is too cpu intensive.
When I enable Hardware Acceleration i get a 70% speed increase, but my webcam is no longer working. Is there anyway of telling flash to ignore the webcam on hardware acceleration? Or, what is it that I have to do?
Thank you very much for your help good sirs.
try removing sprite animations from the display list and displaying them with BitmapData.draw() every frame instead