Search Unity

everyplay not working on cocos2dx android

Discussion in 'Unity Everyplay' started by Seunghun-Baek, Feb 17, 2016.

  1. Seunghun-Baek

    Seunghun-Baek

    Joined:
    Aug 28, 2015
    Posts:
    1
    hello.
    iOS is working good but
    cocos2dx and android is not working.

    when i try
    Everyplay.startRecording();

    when play sound effect in game then device crash.

    02-17 10:29:01.536: A/libc(31161): Fatal signal 11 (SIGSEGV), code 1, fault addr 0x5 in tid 31211 (EveryplayAudioM)


    please help!
     
  2. n2nfadli

    n2nfadli

    Joined:
    Jun 3, 2016
    Posts:
    3
    Hello,

    I wonder if this has been fixed or has a workaround?

    Everyplay is recording just find with CocosDeshion's playBackgroundMusic.
    However playEffect will crash the game with the same error message.

    Logcat:

    NDK Log:
    Any help is greatly appreciated.
     
  3. n2nfadli

    n2nfadli

    Joined:
    Jun 3, 2016
    Posts:
    3
    I read around the forum regarding the sound source. I resample all sound effects to 48000Hz and from mp3 to wav files.
    mp3 will crash.

    This time the video is recorded but without any sounds including BGM. Not just the recorded video, the game itself will have no sounds while playing/recording.

    Below is logcat:


    The line where it said Calling "onActivityStarted" failed. Is it contributes to the problem?

    There was no integration guide for this. I followed this guide but it is not in English and Im not native to both languages.
    http://qiita.com/mettoboshi/items/705416e358f79cd5177d

    Anyone? :)
     
  4. ullatussimo

    ullatussimo

    Unity Technologies

    Joined:
    Jun 16, 2015
    Posts:
    108
    Hello @Seunghun Baek @n2nfadli ,

    Thanks for reaching out!

    We have heard of some issues concerning Cocos2dx, Everyplay, Android and audio.
    This is because Cocos2dx's audio implementation relies partially on Android's SoundPool / MediaPlayer audio interfaces.

    The default SoundPool & MediaPlayer audio interfaces of Android are not completely compatible with Everyplay.
    We're investigating the issue but so far we can't make sure Everyplay works with these.

    Android has been promising a low-level high-performance audio engine but so far it hasn't made it to product.

    I'd recommend you to integrate some external audio engine (for example, FMOD and Hekkus are good choices)
    We have heard of numerous successful integrations with these audio engines.

    Hope this helps.

    Cheers,
    Simo
     
  5. n2nfadli

    n2nfadli

    Joined:
    Jun 3, 2016
    Posts:
    3
    Hi @ullatussimo ,

    Thank you for responding.

    I did exactly that and problem solved.
    I use FMOD in my case and everything is working fine.

    Thanks again :)