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I've been using the fyrox-sound crate for my game (outside of the Fyrox engine context), which is overall a great experience, except for a small issue on the Android target. The sound clips often produce unwanted pops and glitches. I only play short sfx clips - no background music etc.
I target a couple of platforms (also Win, Linux, WASM) and none of them faces this. It might be the problem somewhere further in the dependency tree, as I see that the sound crate is build on top of tinyaudio -> aaudio ?
I've tried running the sound engine on a separate rust thread, which might have helped a bit (although it is hard to measure precisely by ear). Maybe this problem could be resolved by setting a larger audio buffer - but I do not seem to see such a setting in the API?
I am currently depending on the 0.34 version.
The text was updated successfully, but these errors were encountered:
Hi! I made some fixes in tinyaudio (mrDIMAS/tinyaudio@c6f409a) and it should now work fine. I don't have any audio issues on my Redmi Note 8, however when I'm using an emulator there's some occasional clicks from time to time which might be related to slowness of the emulator (these clicks disappear after a short time, but appear again when I'm opening a web browser on the emulator for example). Could you please check if it works for you? I think simple cargo update should be enough, since I released a patch for tinyaudio (0.1.3).
Hi,
I've been using the fyrox-sound crate for my game (outside of the Fyrox engine context), which is overall a great experience, except for a small issue on the Android target. The sound clips often produce unwanted pops and glitches. I only play short sfx clips - no background music etc.
I target a couple of platforms (also Win, Linux, WASM) and none of them faces this. It might be the problem somewhere further in the dependency tree, as I see that the sound crate is build on top of tinyaudio -> aaudio ?
I've tried running the sound engine on a separate rust thread, which might have helped a bit (although it is hard to measure precisely by ear). Maybe this problem could be resolved by setting a larger audio buffer - but I do not seem to see such a setting in the API?
I am currently depending on the 0.34 version.
The text was updated successfully, but these errors were encountered: