Posted: 23rd Nov 2022 22:19
I noticed some sounds sound like well, real bad.

Some sounds play fine and some play disstroted.

Even if I ask

If getsoundsplaying()=0

They sounds very distorted.

On my laptop they sound great, but not on my phone.

Is there a work around?
Posted: 24th Nov 2022 5:38
Personally i convert all sounds to a medium quality .ogg file pretty much exclusively and havent experienced any issues/receiced any reports of poor sound quality.

If u want to try a couple of the APKs ive posted on itch to see how they sound for u, i can go into Audicity and check the specific .ogg export settings?

One thing for me is that i sometimes use mono and sometimes stereo, tho.
Posted: 24th Nov 2022 6:34
i can go into Audicity and check the specific .ogg export settings?


I would truly appreciate it, but only when you can find time.

Thank you.
Posted: 24th Nov 2022 11:02
I was looking for the exact export settings but came across these help files
Compressed wav files are not supported on all platforms https://www.appgamekit.com/documentation/Reference/Sound/LoadSound.htm
The reason behind the use of ogg https://www.appgamekit.com/documentation/tips.html
With music mp3 is recommended https://www.appgamekit.com/documentation/guides/6_music.htm
Posted: 24th Nov 2022 17:52
in audacity, my ogg export setting is 8/10 = 1411kbps stereo 44,100 kHz which i think is a pretty high quality).

i'm sure others have strict guidelines when "normalizing" various sound effects from different sources while i just "play it by ear".

if a certain sound effect is much quieter than others, i Amplify in audacity which sets itself to a "safe" setting where if i manually set it too loud (@ or near 1/-1), i'll get the crackling/popping "distortion":

meanwhile, the "theme" song in Ranch Rush which is 1:29 is 2.88 MB @ the above 8/10 .ogg setting in Audacity.

and, one of the last jams, i had an ogg that actually caused the HTML export to error out (i think it was Mars Keeper) which is part of why it didn't make it to HTML/left as WIN-only.

again, i'm sure others have guidelines that they use so hopefully someone shares them while this is pretty much "all i know".
Posted: 24th Nov 2022 17:56
Thank you for the help , I will test with the ogg files and never use wav again . And I will post what happens.
Posted: 24th Nov 2022 18:00
updated above while you were responding
Posted: 24th Nov 2022 18:17
Ok well I was using all wav and all from the sound pack and there all wavs and a lot of them are very loud and distorted while cracking in my ears lol. But After using you export adivice I will let you know today sometime.

loud (@ or near 1/-1), i'll get the crackling/popping "distortion":


Ok ill also take this advice to heart, it is odd how phones Handle sounds diffrent but they do have small speakers.

Let me test and i will let you know the results.
Posted: 24th Nov 2022 19:15
Ok Virtual Nomad

I exported the sounds that are having problems to 8/10 = 1411kbps stereo 44,100 kHz .ogg and tested them on my app on my phone and.

It is fixed, no distortion.

I wonder why this is.

Im thinking that appgamekit is written for .ogg files perhaps?

It is fixed and now no worries, Thank God.
Posted: 26th Nov 2022 11:37
I wonder why this is.


[ From Memory]
I don't think Android has native support for compressed wav audio files hence why ogg is recommended ... the wav codecs may have been added I remember reading about this many [many] years ago when working in GM ... could be wrong but from that experience I always use ogg.

Im thinking that appgamekit is written for .ogg files perhaps?


ogg is more widely supported, but the sound pack is wav (raw-audio) for customization purposes ... when making and customizing sounds you want uncompressed raw audio, the finished results should be compressed to ogg ... just another layer to game dev