I searched the forums and github issues but couldn't see anyone else running into these issue.
I had two issues with sound on iOS, the first one with a workaround in an odd way...
(new to CocosSharp so I apologize if my nomenclature is a little off..)
I have a project setup for both iOS and Android to use a shared common project using CocosSharp.PCL.Shared v22.214.171.124
Issue 1 (workaround in place):
Within a CCLayer's AddedToScene I am setting up some background music using an mp3 file with
CCSimpleAudioEngine.SharedEngine.PlayBackgroundMusic ("sounds/Music/GameTrack1", true);
This worked out of the box when running on Android. On iOS, the background music wasn't playing at all but there were no errors about missing the file.
Then on a whim I decided to just add right after the above line:
CCSimpleAudioEngine.SharedEngine.BackgroundMusicVolume = 1.0f;
And now this plays fine on iOS too. These are the first calls to any use of CCSimpleAudioEngine in the app. Is this a known issue that you have to explicitly tickle the volume setting on iOS but not Android?
I am trying to play an effect every time the user touches the screen with a simple call like:
The effect is about 2 seconds long, and if I tap quickly in succession on Android I will hear multiple repeated immediate effects played fine on every touch.
On iOS the effect has to play to completion before a new version of the effect is heard. Is this a known limitation of the implementation on iOS or am I required to interrupt or setup explicit multiple channel support if I wanted to hear multiple effects at the same time?