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A reminder to all devs...

04-24-2009, 09:20 PM
#1
Joined: Feb 2009
Posts: 295
A reminder to all devs...

Could you please make sure your game is compatible with user music? I always find it so annoying to start out a game with my music on, and have it turned off. Then I have to try to go through all of the menus, and hopefully have the option to turn off music.

Then, you double tap your home button, press play, and half of the time, you still can't play your own music.

So, please remember this as you make your apps. It is an iPod, and most of us do buy it to play music/audiobooks/podcasts.

Thank you for your time.

Galaxy Note 5, iPad Air 1
04-25-2009, 12:50 AM
#2
I'll make it even easier for people, heres the code to do it!
Code:
UInt32 propertySize, audioIsAlreadyPlaying=0;
	
propertySize = sizeof(UInt32);
AudioSessionGetProperty(kAudioSessionProperty_OtherAudioIsPlaying, &propertySize, &audioIsAlreadyPlaying);
	
if(audioIsAlreadyPlaying){
      // the ipod is on! turn game music off
}

Kevin Calderone - @bovinedragon
Trace 2 is Out!

04-25-2009, 12:59 AM
#3
Joined: Sep 2008
Location: Los Angeles, USA
Posts: 722
ROFL, best first post ever!
04-25-2009, 01:38 AM
#4
Joined: Jan 2009
Location: App Tech Studios, USA
Posts: 1,363
Quote:
Originally Posted by spacecowgoesmoo View Post
ROFL, best first post ever!
Who's first post ever???
04-26-2009, 01:19 PM
#5
Joined: Dec 2008
Location: Around
Posts: 349
Send a message via AIM to Sparks
Quote:
Originally Posted by bovinedragon View Post
I'll make it even easier for people, heres the code to do it!
Code:
UInt32 propertySize, audioIsAlreadyPlaying=0;
	
propertySize = sizeof(UInt32);
AudioSessionGetProperty(kAudioSessionProperty_OtherAudioIsPlaying, &propertySize, &audioIsAlreadyPlaying);
	
if(audioIsAlreadyPlaying){
      // the ipod is on! turn game music off
}
Where would I put that code???

Check out my newest game 'Tiled': 'Tiled' (iTunes)
04-26-2009, 02:54 PM
#6
Joined: Jan 2009
Posts: 208
NO game, I repeat, NO GAME goes to my front page without in-game custom music.

Its that easy. To me, in-game music is the difference between a game I play to kill time or play to play a game.

If the game try to go in the "kill time" catogory (and HAVE in-game music) you are competing with other iPhone titles.

If the game try to go in the "gaming" category (not having custom music) I have a PS3, and you will have to out match Killzone 2 or Metal Gear Solid 4.

Some games can keep the steam against my PS3 for maybe an hour or so... But I already clocked in several hours of Trism.





This long post is actually really simple:
"In-game custom music = best feature for any game"
04-26-2009, 04:58 PM
#7
Quote:
Originally Posted by Sparks View Post
Where would I put that code???
Just put that code before you initialize your sound, and if "audioIsAlreadyPlaying" is true, set some flag that prevents your sound from initializing, and also use it to block any calls you make to play sounds later in your code.

Kevin Calderone - @bovinedragon
Trace 2 is Out!
04-26-2009, 05:56 PM
#8
Joined: Dec 2008
Location: Around
Posts: 349
Send a message via AIM to Sparks
Quote:
Originally Posted by bovinedragon View Post
Just put that code before you initialize your sound, and if "audioIsAlreadyPlaying" is true, set some flag that prevents your sound from initializing, and also use it to block any calls you make to play sounds later in your code.
Hmmm, interesting

Check out my newest game 'Tiled': 'Tiled' (iTunes)
04-26-2009, 10:40 PM
#9
Joined: Sep 2008
Location: Vancouver, BC
Posts: 784
Will do

We've all heard this a thousand times. Don't boss around developers.

Bullet Development (twitter) Bullet Skater // Psychedelic


04-26-2009, 10:54 PM
#10
Joined: Dec 2008
Posts: 430
Also Devs make it so you can hear sound effects. If I'm playing.... lets say Zombieville, I want to hear gunshots.