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Having some audio problems exclusively with Intel x86 based systems
Hello Guys,
I'm having a problem while trying to run an App in Android x86 platforms. When using the same build in other devices, everything works perfectly, but when we try to run it on a Android x86 intel hardware, all of the sound effects on the "Resources" folder just doesn't work (but the background music in "Audio" (root) still plays).
The sound effects are the main feature of the game so it is a really big problem for us.
We recieved two complaints about this from people who already bought it on Play Store. These are the two devices our clients were using:
Tablet intel dl tp266pin xpro dual (1GB RAM)
The Asus ZenFone 2 powered by 2.3GHz quad-core Intel Atom
I've made some research and did'nt find anything about this specific audio issue related to Android x86 Intel devices. Is anyone having the same problem? Does anyone knows if there is a fix to it?
Thank you very much!
Answer by SadaoYmanka · Mar 05, 2016 at 01:00 AM
So, after a lot of research and some code digging I finally found the issue! In the code we were using "progress = AudioSource.timeSamples/AudioClip.Samples;" to get the playing percentage of the playing audio clip, it was supposed to get 0 at the start and 1 if the sound is fully played. But it seems that Android x86 Intel systems can't understand "AudioSource.timeSamples" or "AudioClip.Samples" functions (not sure witch one or if the problem happens with both). So we changed it to "Mathf.Clamp01((float)source.time / clip.length);" and started to work.
I'm using Unity 5.3.3f1 by the way.
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