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Iphone sound behaving strange
Okay, so I am doing a 2D puzzle game and need a few "click", "swish", etc, sounds. I figured the easiest way was to use:
var clickSound : AudioClip;
function PlayClickSound () {
audio.PlayClipAtPoint(clickSound, Vector3 (0, 0, 0));
}
And then I just attach the wav-file I want to the clickSound variable. Everything works fine when I play it in the editor, but when I build it to test on my iPod one of the sounds is considerably lower in volume than the other. The files themselves have the same volume, and when testing the game in the editor, they play at the same volume.
Anyone have any clue why this is?
The only thing I can think of is that the IPad cant play certain frequences or something... the sound that plays at a lower volume also is a more low frequency sound... but I dont know, I dont really think that is it, because I never noticed any similar problems when playing video or music on my iPod...
Theories? Anyone run into something similar?
Did you ever find out what the problem was? I am having the same problem with 1 of my looping mp3... too low, barely can hear... i tried changing the compression format through the editor and also the file format from wav to mp3 but same thing!
No I never figured it out. So I simply found other sounds that didnt have that problem. So not much of a solution, just a workaround. The only theory I have is that the speakers on the device simply couldnt play the bass in some sounds, and therefore they sounded much lower on the device?
Your sound is lower in the editor also? Or only on the device? I tested on an iPod 4th gen, which has pretty bad speakers with really poor bass. So I eventually decided that must be it. But I still dont know and would prefer a real solution than just testing sounds and picking those that work...
You know what..you are probably right! The problem has to be with the bass. I have pumped up the bass on this particular sound file a while ago and sound never worked well on the device ever since, haha genius! thanks
I know its late, but I've noticed that any sound effect I've used that relies on anything around 200 hertz or lower is more/less doomed to be inaudible on iOS devices. Anyone else noticed this?
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