Hi gputhige
This is strange error.
Send me more information in a private message. What is your hardware, internet browser and is best if you send me the zip file with small project.
bast regards
Piotr
Hi gputhige
This is strange error.
Send me more information in a private message. What is your hardware, internet browser and is best if you send me the zip file with small project.
bast regards
Piotr
Hi
the plugin is working fine now. I deleted the old files and re-installed the same. No issues. THANKS for the quick response.
Rgds
GP
That's cool
In the latest version I removed a few small bugs.
bast regards
Piotr
Hi
the plugin works perfectly fine on the desktop and with the sound files provided in your assets folder. However, when I use sound files from my library the sound is echoing/choppy. Following are the details of my setup
Samsung S6 Edge
Android ver: 6.0.1
Krpano - ver: 1.19 p3
mp3 to ogg conversion - Adobe Audition (xiph OGG container)
Firefox ver 46.0.1
I have enclosed both the formats of the water sound used by me.
Regards
GP
Hi
Playing a sound defined is by the internet browser and OS. Can you tried sound with a higher bitrate than 32 kb/s - maybe 128 kb/s ?
Piotr
No. I havent tried it. Let me check it out and revert if any issues.
Regards
GP
So,
I've purchased this plugin to test 3D sounds implementation on 360 motions.
- 1x 360 motion (4K MP4 130Mo - WEBM 8Mo poor resolution - 4K MOV 180Mo) , 2x 3D ambient sounds (MP3 / OGG)
On PC (Window 10, Edge/Chrome) / Mac (Mac OS 10.11.5, Chrome/FireFox) / Samsung S7 (Internet Samsung / Chrome) / Nexus 5 (Chrome)
In normal mode,
- Edge, 360 motion not loaded, sounds OK
- All others are running fine.
In real WebVR mode (Samsung / Nexus), depending of the size of the motion,
- Samsung S7 with Samsung Gear :
--- Internet Samsung, Motion MP4 and sounds OK, but after some motion loops, no answer, Motion WEBM and 2 sounds are OK.
--- Chrome, Motion MP4 OK, but only 1 sound, Motion WEBM and 2 sounds are OK.
- Nexus 5 with Homido
--- Chrome, Motion WEBM and the 2 sounds are OK.
So in WebVR mode, nothing is perfect to get a stable full 4K resolution with 3D ambient sound.
For sure, the problem is not the sound plugin but the combination of browser, internal APIs, motion bitrate and online mode...
BR,
JPhD
So in WebVR mode, nothing is perfect to get a stable full 4K resolution with 3D ambient sound.
For sure, the problem is not the sound plugin but the combination of browser, internal APIs, motion bitrate and online mode...
Basically, you're right. Some mobile web browsers are still minor bugs (on android) in video360 mode. Luckily they are still developing.
These types of problems occur sometimes only in video mode 360, but 360 video its great trend so Google must fix this bugs soon.
Best regards
Piotr
Basically, you're right. Some mobile web browsers are still minor bugs (on android) in video360 mode. Luckily they are still developing.
These types of problems occur sometimes only in video mode 360, but 360 video its great trend so Google must fix this bugs soon.Best regards
Piotr
I agree Piotr,
I currently test another "offline" way : all resources (motions, sounds...) are uploaded on Samsung S7 Gear to have the best resolutions and the best reactivity.
VR Immersion requires a 3D sounds to pay user attention in the right direction and bring the best feeling.
Hello
Soon it will be the end of the promotional period on our plugin. As we wrote earlier, great price 19 euros was only the beginning.
Soon it will cost 49 euros.
We remind you that all updates are free for our customers :)
The Html5Soundpause() action doesn't seem to be working for me. It seems to just start another instance of the audio file. What am I missing?
Hi thisjustin
strange...
Send me some link to the test.
Piotr
It's the last action in this sequence - Html5Soundpause that's just restarting another instance of the sound. I currently have it switched to Html5Soundstop, which seems to be working
<hotspot name="play1" url="spots/play_button.png" scale="0.5" ath="-206.77988248917774" atv="5.06344523227781" visible="false" onover="tween(scale,0.4);" onout="tween(scale,0.5);" onclick="wait(1.0); set(hotspot[pause1].visible,true); set(hotspot[play1].visible,false); playHtml5sound2d(false, 1_welcome, sounds/1_welcome, 1.0, 1.0, true,,,,,,Html5Soundstop(1_welcome); set(hotspot[pause1].visible,false); set(hotspot[play1].visible,true) );" />
<hotspot name="pause1" url="spots/stop_button.png" scale="0.5" ath="-206.77988248917774" atv="5.06344523227781" visible="false" onover="tween(scale,0.4);" onout="tween(scale,0.5);" onclick= "wait(1.0); set(hotspot[play1].visible,true); set(hotspot[pause1].visible,false); Html5Soundpause(1_welcome)" />
Hi
Change name of the sound 1_welcome to eg welcome_1 and let me know.
see here
Piotr
Change name of the sound 1_welcome to eg welcome_1 and let me know.
Missed that requirement. Unfortunately, I tried that and it didn't fix it. Pause still is just starting another instance of the audio. You can view the example here
<hotspot name="play3" url="spots/play_button.png" scale="0.5" ath="-173.74343657492275" atv="2.9597981567441973" onover="tween(scale,0.4);" onout="tween(scale,0.5);" onclick="set(hotspot[pause3].visible,true); set(hotspot[play3].visible,false); playHtml5sound2d(false, welcome_1, sounds/welcome_1, 1.0, 1.0, false);" />
<hotspot name="pause3" url="spots/pause_button.png" scale="0.5" ath="-173.74343657492275" atv="2.9597981567441973" visible="false" onover="tween(scale,0.4);" onout="tween(scale,0.5);" onclick="set(hotspot[play3].visible,true); set(hotspot[pause3].visible,false); Html5Soundpause(welcome_1)" />
Thank you for example.
There is a bug in the documentation here , which will be updated as soon as possible.
This should be:
Html5Soundpause(name,bool);
Try this code:
<hotspot name="play3" url="spots/play_button.png" scale="0.5" ath="-173.74343657492275" atv="2.9597981567441973" onover="tween(scale,0.4);" onout="tween(scale,0.5);" onclick="set(hotspot[pause3].visible,true); set(hotspot[play3].visible,false); trace('welcome_1_sound_loaded: ',get(welcome_1_sound_loaded));if(welcome_1_sound_loaded, Html5Soundpause(welcome_1, false), playHtml5sound2d(false, welcome_1, sounds/welcome_1, 1.0, 1.0, false, set(welcome_1_sound_loaded, true)));" />
<hotspot name="pause3" url="spots/pause_button.png" scale="0.5" ath="-173.74343657492275" atv="2.9597981567441973" visible="false" onover="tween(scale,0.4);" onout="tween(scale,0.5);" onclick="set(hotspot[play3].visible,true); set(hotspot[pause3].visible,false); Html5Soundpause(welcome_1,true)" />
Sorry for the inconvenience and thank you for your report.
Let me know if it works now?
kind regards
Piotr
New beta 8 is ready.
The Html5Soundpause(); method has been repaired. To pause the audio just use the method with the name of the sound eg.
and to turn on the sound again, use the method Html5Soundplay(); eg:
The second parameter (BOOL) in the function Html5Soundpause(); is no longer needed.
Download link to the update has been sent to the customers now.
Kind regards
Piotr
@spacerywirtualne - is it possible to have a single audio file play continuously while moving from scene to scene? I have tried this by having g a start action for playing an audio file at the beginning of the main tour.xml file which DID play the audiophile but as soon as I moved to another scene the audio stopped.
Hi vaccinemedia
Set 'keep' variable to TRUE eg,
playHtml5sound2D(true, ...)
or
kind regards
Piotr
Greetings, I purchased your plugin but have several questions/problems.
ENCRYPTED FILES
The xml files are encrypted so I cannot do things like change the png icon to use my own symbols. How can I use my own icons?
CAN ONLY PLAY POI SOUNDS ONE TIME
If you play a sound and let it run until finished, you cannot play the sound again. This is a problem. Is there a way around this?
LOOP SOUNDS
I don't understand where I'm supposed to put the plugin action to control looping. Some sounds I want to loop, some I want to play just once.
Thanks for any help you can give.
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