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Compressed Sound in iOS Deployment?
Posted: Thu Sep 06, 2012 8:59 pm
by oceanatlas
I am an experienced RR/LC developer for desktop apps--I'm assessing LC for iPad development. My fundamental question is whether LC apps deployed to iOS can play compressed sound formats like .m4a? I have lots of sound resources and .aif is really going to bloat my app. I need to resolve this before I get my funder to spend $300 on the iOS deployment "add on". In LC I am familiar with the play command and using a player object. Do these techniques transfer to iOS deployment? Where do sound assets live in an iOS app? Thanks in advance!
Re: Compressed Sound in iOS Deployment?
Posted: Thu Sep 06, 2012 9:33 pm
by scotttyang
I have some 800 sound files on my app. Did initially start with 50 mb of aif files. When I went .mp3, now only 10 mb. .mp3 gave me the best file size with decent sound quality. I use twistedwaves for batch conversion...like in 90 sec for 900 files of single word sound files.
Re: Compressed Sound in iOS Deployment?
Posted: Thu Sep 06, 2012 11:59 pm
by oceanatlas
Can you tell me if sound is handled differently in an iOS app vs a "normal" application? I know about the play command and I know how to use a player object. Same things for iOS?
Re: Compressed Sound in iOS Deployment?
Posted: Fri Sep 07, 2012 8:19 am
by Adrian
Check out the iOS Release Notes for LiveCode. There are two ways of playing sound; a simple one and a multichannel one, giving more scope for control.
Cheers,
Adrian
Re: Compressed Sound in iOS Deployment?
Posted: Sun Sep 09, 2012 4:23 am
by scotttyang
its very simple. it plays a sound file from a folder that you copy with your app. sound files are not loaded into the stack, but are stored in a separate folder. so the play command works.