Learn what Felgo offers to help your business succeed. Start your free evaluation today! Felgo for Your Business


OverviewFelgo 1 Support › Sounds and Volume on Android

Viewing 3 posts - 1 through 3 (of 3 total)
  • Author
  • #4393

    Felgo Team


    I’ve been trying to get some sounds into our game lately, but I have encountered some problems with this on Android devices. On Android, there are two kinds of volume for audio: ring tone volume and media volume.
    Normally when apps use audio, when you press the volume buttons on your phone, you can change the media volume.
    When I run my app, and press volume buttons, the ring tone volume changes. When a sound effect is currently playing, the media volume changes. But it would be better, if the media volume would change all the time. Maybe you could consider this for your engine?

    But there have been some other problems too. I use WAV files for my game, with 44kHz and 1411 kBit/s. These should work on Android, because there’s no error message in the log output. (When I use some other formats like 8kHz the LogCat prints error messages). But for some reason it seems the sounds are played with volume 0, although the media volume is set to full, and settings.soundEnabled is set to true. I actually fixed this problem by “volume: 1” for the Sound element, but without this it didn’t work.

    Also a general question: What WAV format is the best for mobile/Felgo applications?

    Cheers, Chrisu


    Felgo Team

    Hi Chrisu,

    which Android version are you using, because there has been changes in the Android API regarding the hardware volume buttons?

    Basically you should try to keep the sampling rate and bitrate as low as possible while it still sounds good, as described in the Performance Hints doc of BackgroundMusic: http://felgo.com/doc/vplay1-backgroundmusic.html#performance-hints.

    However, if your sound file does not seem to work on Android that might be a sound playing issue. Could you send us your zipped project which only contains the testing of playing the sound files that work, or do not work please?

    Regarding the volume: ist there any chance you did set the volume of another Sound or BackgroundMusic item to 0 before? Actually, that property affects all of the Sound items and not only one instance of it.

    Cheers, Chris


    Felgo Team



    I’m using Android 2.3.3 (as about 50% of all Android users right now).


    Right now the audio files are working. What I found out: 22 and 44kHz WAVE files work (1411 and 705kBit/s) but Audacity’s “mobile” format which only has 71kBit/s does NOT work.


    Hmm I can check if I did that, maybe that caused this problem. At the moment I’m fine as long as I explicitly set the volume to 1 in the Sound element.

Viewing 3 posts - 1 through 3 (of 3 total)

RSS feed for this thread

You must be logged in to reply to this topic.

Qt_Technology_Partner_RGB_475 Qt_Service_Partner_RGB_475_padded