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	<title>Comments on: iPhone Game Programming &#8211; Tutorial 9 &#8211; Sound Manager</title>
	<atom:link href="http://www.71squared.com/2009/05/iphone-game-programming-tutorial-9-sound-manager/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-9-sound-manager/</link>
	<description>iPhone Game Development - Web Development</description>
	<lastBuildDate>Sat, 04 Feb 2012 20:13:45 +0000</lastBuildDate>
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		<title>By: Marsman</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-9-sound-manager/comment-page-18/#comment-7452</link>
		<dc:creator>Marsman</dc:creator>
		<pubDate>Sat, 28 Jan 2012 18:12:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=560#comment-7452</guid>
		<description>Loop issue solved. For some inexplicable reason, Sound Manager (or openAL) does not appreciate short loops. I experimented with creating longer WAV files in my sound program. The problem disappeared after my sound length was over 6 seconds in length.</description>
		<content:encoded><![CDATA[<p>Loop issue solved. For some inexplicable reason, Sound Manager (or openAL) does not appreciate short loops. I experimented with creating longer WAV files in my sound program. The problem disappeared after my sound length was over 6 seconds in length.</p>
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	</item>
	<item>
		<title>By: Marsman</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-9-sound-manager/comment-page-18/#comment-7451</link>
		<dc:creator>Marsman</dc:creator>
		<pubDate>Sat, 28 Jan 2012 17:20:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=560#comment-7451</guid>
		<description>Is anyone (beside me) experiencing a glitch when looping .wav sounds? My sound is perfectly looped (no clicks or glitches in it). Yet I hear a big &quot;thud&quot; every time the sound runs through the loop cycle.

here is the sound if anyone wants to play: http://www.mmprod.com/temp/</description>
		<content:encoded><![CDATA[<p>Is anyone (beside me) experiencing a glitch when looping .wav sounds? My sound is perfectly looped (no clicks or glitches in it). Yet I hear a big &#8220;thud&#8221; every time the sound runs through the loop cycle.</p>
<p>here is the sound if anyone wants to play: <a href="http://www.mmprod.com/temp/" rel="nofollow">http://www.mmprod.com/temp/</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Wayne green</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-9-sound-manager/comment-page-18/#comment-7188</link>
		<dc:creator>Wayne green</dc:creator>
		<pubDate>Mon, 11 Jul 2011 04:08:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=560#comment-7188</guid>
		<description>Excellent tutorial, I&#039;m learning iPhone apps development these days. You inspired me!</description>
		<content:encoded><![CDATA[<p>Excellent tutorial, I&#8217;m learning iPhone apps development these days. You inspired me!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: IlyaK</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-9-sound-manager/comment-page-18/#comment-7157</link>
		<dc:creator>IlyaK</dc:creator>
		<pubDate>Tue, 21 Jun 2011 03:16:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=560#comment-7157</guid>
		<description>Hey Mike,

I&#039;m still going through your tutorials. I just wanted to tell you (again) that both you and your tutorials rock. Thank you so much.

Ilya</description>
		<content:encoded><![CDATA[<p>Hey Mike,</p>
<p>I&#8217;m still going through your tutorials. I just wanted to tell you (again) that both you and your tutorials rock. Thank you so much.</p>
<p>Ilya</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: GemInEyeTwin</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-9-sound-manager/comment-page-18/#comment-7117</link>
		<dc:creator>GemInEyeTwin</dc:creator>
		<pubDate>Fri, 27 May 2011 15:21:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=560#comment-7117</guid>
		<description>No.  I did not resolve my issue mentioned above with the sound gain change/distortion.</description>
		<content:encoded><![CDATA[<p>No.  I did not resolve my issue mentioned above with the sound gain change/distortion.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: c0deman</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-9-sound-manager/comment-page-17/#comment-7114</link>
		<dc:creator>c0deman</dc:creator>
		<pubDate>Thu, 26 May 2011 14:40:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=560#comment-7114</guid>
		<description>@GemInEyeTwin - did you ever resolve this? If so, how did you fix it? Thanks</description>
		<content:encoded><![CDATA[<p>@GemInEyeTwin &#8211; did you ever resolve this? If so, how did you fix it? Thanks</p>
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	</item>
	<item>
		<title>By: GemInEyeTwin</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-9-sound-manager/comment-page-17/#comment-7038</link>
		<dc:creator>GemInEyeTwin</dc:creator>
		<pubDate>Sun, 15 May 2011 18:34:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=560#comment-7038</guid>
		<description>Hello Mike,

I am currently using your older SingletonSoundManger class files.

Playing multiple sounds at the same time at the same gain (volume) works fine; however when I play two sounds at different volumes I have an issue where it appears a sound will during the playing of the different volume sound play at that volume too.

For example, I have a continuous animation where on the loop of the animation I play a buz sound. This sound volume is set based on how close the main character is to the animation. The main character has a walk sound at full gain. As the man walks and his walk sound plays at full volume, the buz sound will mostly play at the expected volume (say very low when the character is not close) but will briefly play at full volume which of course destroys the affect.

I did comment out the walk sound and the buz sound plays properly as the man moves closer or farther from the animation. When I add the walk sound, it is as if a sound takes on the volume of another.

As a test, I set my walk gain to be very low (0.01), which I never change once set. The walk is fine until I also play the higher gain buz sound. Then the walk sound has a higher volume and actually seems a little distorted. As soon as the buzz sound ends, the next walk sound still has the higher volume. Any walk sounds after this are back at the correct low gain again.

Has anyone else experienced this problem?

Should I be using your latest code you just posted instead?

If so, I used the old SingletonSoundManager and your new code is implemented differently. For example, would I need your “SynthesizeSingleton.h.

Any help would be appreciated.

Thanks

Tom</description>
		<content:encoded><![CDATA[<p>Hello Mike,</p>
<p>I am currently using your older SingletonSoundManger class files.</p>
<p>Playing multiple sounds at the same time at the same gain (volume) works fine; however when I play two sounds at different volumes I have an issue where it appears a sound will during the playing of the different volume sound play at that volume too.</p>
<p>For example, I have a continuous animation where on the loop of the animation I play a buz sound. This sound volume is set based on how close the main character is to the animation. The main character has a walk sound at full gain. As the man walks and his walk sound plays at full volume, the buz sound will mostly play at the expected volume (say very low when the character is not close) but will briefly play at full volume which of course destroys the affect.</p>
<p>I did comment out the walk sound and the buz sound plays properly as the man moves closer or farther from the animation. When I add the walk sound, it is as if a sound takes on the volume of another.</p>
<p>As a test, I set my walk gain to be very low (0.01), which I never change once set. The walk is fine until I also play the higher gain buz sound. Then the walk sound has a higher volume and actually seems a little distorted. As soon as the buzz sound ends, the next walk sound still has the higher volume. Any walk sounds after this are back at the correct low gain again.</p>
<p>Has anyone else experienced this problem?</p>
<p>Should I be using your latest code you just posted instead?</p>
<p>If so, I used the old SingletonSoundManager and your new code is implemented differently. For example, would I need your “SynthesizeSingleton.h.</p>
<p>Any help would be appreciated.</p>
<p>Thanks</p>
<p>Tom</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-9-sound-manager/comment-page-17/#comment-7029</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Sun, 15 May 2011 07:57:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=560#comment-7029</guid>
		<description>@danegraphics, I&#039;ve also seen the leak you have spotted and it&#039;s been commented on in many other threads and forums as well. I spent some time working out if it&#039;s something I can fix but the problem is inside the Apple framework and is therefore not something we can fix.

I would log a bug with Apple. The more people who log the issue the more chance there is it will get fixed.

Sorry I can&#039;t provide an answer on this one.

Mike</description>
		<content:encoded><![CDATA[<p>@danegraphics, I&#8217;ve also seen the leak you have spotted and it&#8217;s been commented on in many other threads and forums as well. I spent some time working out if it&#8217;s something I can fix but the problem is inside the Apple framework and is therefore not something we can fix.</p>
<p>I would log a bug with Apple. The more people who log the issue the more chance there is it will get fixed.</p>
<p>Sorry I can&#8217;t provide an answer on this one.</p>
<p>Mike</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Danegraphics</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-9-sound-manager/comment-page-17/#comment-7022</link>
		<dc:creator>Danegraphics</dc:creator>
		<pubDate>Sun, 15 May 2011 00:34:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=560#comment-7022</guid>
		<description>I found that it&#039;s a leak from alcCreateContext(device, NULL) 

I don&#039;t think that&#039;s your fault but can you find a way to fix it?</description>
		<content:encoded><![CDATA[<p>I found that it&#8217;s a leak from alcCreateContext(device, NULL) </p>
<p>I don&#8217;t think that&#8217;s your fault but can you find a way to fix it?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Danegraphics</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-9-sound-manager/comment-page-17/#comment-7021</link>
		<dc:creator>Danegraphics</dc:creator>
		<pubDate>Sun, 15 May 2011 00:07:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=560#comment-7021</guid>
		<description>@mike Every time I launch my app with the sound manager. I get a leaked &#039;GeneralBlock-512&#039; of size 512 bytes, this is leaked in the method initOpenAL. Do you know what this is?</description>
		<content:encoded><![CDATA[<p>@mike Every time I launch my app with the sound manager. I get a leaked &#8216;GeneralBlock-512&#8242; of size 512 bytes, this is leaked in the method initOpenAL. Do you know what this is?</p>
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