Hi,
Audio works fine for me, iphone 11 pro.
Tuur
Hi! What iOS version are yours?
This example is not working either on iPhone 16 pro with iOS 26.2
krpano
Hi,
Audio works fine for me, iphone 11 pro.
Tuur
Hi! What iOS version are yours?
This example is not working either on iPhone 16 pro with iOS 26.2
krpano
Hello guys! I'm having na issue with sound on mobile devices. Like this project, for example. works perfectly on desktop, but it suddenly stopped working on mobile. Maybe the last iOS update broke something? The audio icon appears in the safari tab, but no sound is played
.
Display MoreHi,
that's a intentional stereo effect to make the cursor 'pop out' a bit over the pano.
When viewed with a VR headset, the cursor will appear at the correct place!
To disable that stereo effect, give the vr cursor a very large default depth.
E.g. this can be done in the webvr.xml in the 'vr_cursor_style' <style> - change there the depth value from 120 to e.g. 10000.
Best regards,
Klaus
Hi, Klaus! Thank you for replying. Ah ok, I'll try this out.
best regards!
You can set display.stereo to false to disable stereo view
It was already disabled.
You can set display.stereo to false to disable stereo view
Great! I'll try this. Thank you. ![]()
best regards.
I am assuming you are using a simulated WebVR experience in your PC browser in the screenshot above, not a real VR device. I believe the simulated WebVR experience is also simulating a "depth or stereo" view, which offsets the cursor.
If you look on a real VR device, the cursor will be on the same spot.
gr,
Kristof
Hi, Kristof!
Thank you for responding.
Yes, I was using the WebVR on PC in order to print screen. On mobile devices the behaviour is the same. Is there a way to disable this depth or stereo simulation view on mobile devices?
Hello! I'd like to know if is it possible and how to place the crosshair in VR mode ate the same position?
I've attached a print where is possible to see the difference between the two lenses.
Maybe is something with the makepano tool processing or the XML itself?
Hi insideplaces, as per my comments here: SoundInterface doesn't work on iPhone. Why? there's no sound for your tour on my iPhone 7 Plus. I connect a bluetooth headphone and there's the coolest music!
Hello Guys. Thank you both for your answers. It turned out be a cache issue. Just cleared the browser cache and cookies and the sound started to work.
A friend of mine also reported this, and it was his iPhone silent mode switch.
Hello! Hope you are doing well.
I'm having a problem with soundinterface plugin. On desktop sound is working great, but on mobile (iOS or Android) sound is not playing. Not even after first interaction.
Tour 360: Quinta da Porta Caseira
Am I doing something wrong here?
Thanks.
theoretically yes, only with hotspot. And for what purpose if controllers are used on the Quest instead of crosshairs, which is what is used for mobile VR?
Hello! Thanks for you reply. Actually I'm not using controllers. But I'd like to set the crosshair to be aways visible like on mobile, is that possible?
Hi! I have a doubt regarding the webvr plugin in devices that have controllers, such Meta Quest. I'd like to know if is possible to force the crosshair to be visible on such devices.
Thanks.
Hi guys! Has there been any recent change in the way the browser interprets sound? I have this Tour where in desktop browser is working fine, but on mobile the sound is streamed only after you change the scene. Before the sound was executed after a first interaction like panning the scene. Is there anything to resolve this?
Hi, Klaus. Thank you for checking this out. Is it possible to use multires with panoramas outside the 2:1 proportion?
I use the make pano command with the following .config file:
panotype=autodetect
stereosupport=true
makescenes=false
frames=false
converttocube=true
converttocubelimit=360x120
converttocubeformat=jpg
multires=true
levels=auto
tilepath=%INPUTPATH%/tiles/l%Al[_c]_%Av_%Ah.jpg
thumbpath=%INPUTPATH%/tiles/thumb.jpg
previewpath=%INPUTPATH%/tiles/preview.jpg
makethumb=true
thumbsize=350
xml=false
html=false
jpegquality=97
jpegsubsamp=422
tilesize=512
levelsizes=512,1024,2048
Display More
But this is working only with 2:1 imagens, if I try using different proportions I get the Not valid cubestrip error.
Hello guys, I'm facing an issue on this project when I open in iPhone. Desktop and Android is working fine. Can someone please help me figure out what I am doing wrong?
Thank you.
...no plugin, just change 'playsound' to 'streamsound' in your html file... a simple and easy change...
LOL I meant Action, typed in a hurry. Thanks again.
Hi,
I think it might your .mp3 sound file - it is huge (~58MB).
Note - the playsound action uses the WebAudio API and that API fully loads and decodes the sound file before playing - and a compressed 58MB mp3 files needs as decoded sound samples surely an huge amount of memory (in your case: 2428sec * 44100hz * 32bit * 2stereo = ~817MB).
Try using streamsound instead - that will load and play the file chunk-wise and use much less memory.
Best regards,
Klaus
Hi Klaus, thank you for replying. I was thinking the same. I'll guide the client to use a lighter mp3 file and try to use this plugin you suggested.
Thanks again, best regards.
Hello guys. I have this tour that is crashing only on mobile devices. It looks like there is a redirect loop. But this is happening only in this project, other projects are working as expected. Can someone help me debug what is going on?
Hello guys! I have noticed in my tours when I enter in VR mode that the central cursor is a little off center.
As you can see in the link abode, The right eye is a little to the left when comparing to the left eye.
Hello. guys. I am facing an issue with iPhone 14 Pro with iOS 16.4.1 where when entering VR mode, it prompts for sensors access but, changes the view to VR, but the sensor doesn't trigger the movement.
Also, on Samsung A22 sensor tracking is over too sensible.
Happening in this example: https://krpano.com/releases/1.21/…rtment/tour.xml
Display MoreHello, we are experiencing an issue with sound interface on iOS devices.
We have a tour with a music across the scenes. This works fine when viewing on desktop or Android devices. But on iPhone, the sound stops when changing scenes (chrome and safari browsers).
The issue can be seen in the link below.
Can anyone help me figure out whats going on?
Thanks!
Solved it was an user mistake.
But thanks anyway.