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I am testing an Android app I am making in AIR and I'm noticing that there is ~300-500ms of lag between when a sound effect is supposed to play and when it actually plays. There are no other performance problems. This is occurring in an action game running at 60fps so the audio delay is very noticeable and irritating. I searched around for solutions but didn't find much out. More details:I am playing the sound effects using the built-in sound classes, namely SoundChannel. The sound effects were created as WAV files with no gap at the beginning, imported into CS6, and exported as symbols (with MP3 encoding) in an SWF. This prevents them from having the dreaded MP3 gap at the beginning and there is no delay on the computer. The device in question is an HTC One.Is there any way around this or is it just a major problem in AIR?
Hi,I have an air app that provides the content for an iPad on a kiosk. While most multi-touch gestures do not affect the application, simultaneously drawing the fingers inward deactivates the application. This is not something we'd want users to do. I know that we could run in kiosk mode to prevent this, but I am wondering if there is another method either to disable this gesture or to trap it. If we could trap it, then we could allow it to be used with a password for example. As the home button is covered by the kiosk enclosure this could provide an alternative for accessing non-kiosk content on the device.Any information will be appreciates.Best,C.S.
HI SUPPORTI HAVE A .............************************************System OverviewCOMPUTER MODEL / TYPEComputer ManufacturerASUSTeK Computer Inc. Computer ModelF8Vr Chassis TypeNotebookProcessor / CPUIntel(R) Core(TM)2 Duo CPU P8400 @ 2.26GHz, 2268MHzBIOS VersionASUSTeK Computer Inc. , F8Vr BIOS VersionAmerican Megatrends Inc.BIOS VersionDefault System BIOSPorts1 x Serial, 1 x Parallel, 4 x USB, 1 x Firewire (IEEE 1394).STORAGETotal Memory / RAM3.0 GB RAMInstalled Harddisk(s)320 GB, 1 GB.OPERATING SYSTEMWindows VersionMicrosoft Windows 8.1 ProBuild Number9600, Multiprocessor Free, Unknown****************************************************************************************************************************************WHEN INSTALLING THE SOFTWARE (KUDANI AIR ) AFT
I want to save user score, tried shared objects and also file save(in both applicationStorage and Documents directory) but the data is deleted on game unistall or update.
We have an air for mobile app in the iOS app store, and we are currently working on the Android side and have been running into some performance issues. By far the worst and most surprising issue is the performance of our app on the Galaxy Tab 3, 10.1 tablet. I also have a Galaxy Tab 10.1 first generation, and it performs significantly better than the 3 with our app, some sequences take twice as long to render on the 3 than the 1. This is the exact same APK installed on both. This APK was built with Air 3.9 beta, but I also made a build with 3.8 with the same performance results. We are using GPU mode, which performs better than either direct or CPU. The same results were observed with both debug and non-debug builds.Has anyone else noticed this kind of thing with the GT3? Is it possible that this could be improved on the Air side somehow? Any suggestions for something to disable in the OS of the GT3 that might help? I know Samsung has layered on their custom skin on the Android 4.2.2
hi!I get this error, when uploading the binary to Itunes. Any help, on how to solve out this problem ? And what does it mean ?
Hello,I'm working with StageWebView with Instagram's OAuth. When I first log in on a device the StageWebView shows Instagram's log in page so the user can enter a username and password and the log in is successful. The problem is when I try to log out, at this point I try to open the Instagram's log in page in the StageWebView again but this time the StageWebView just logs in using the username and password given earlier, it looks like it saves them in a cookie somewhere. My question is how can I clear this cookie so that I will be able to log in as a different user?Thanks!
Hi All, Have made a feature request for adobe air support for creating windows phone 8 applications.Need favour from all of you to vote on this feature request,so that this will be consider for future release.For Cross-platform nature of AIR,this is much awaited feature. Hope you all will be agree and will also willing for this.https://bugbase.adobe.com/index.cfm?event=bug&id=3648920Thanks in advance,Shardul
I have developed an iPad app using Flash Pro CC. My client has both an Apple iOS Dev license and an Apple iOS Enterprise Dev license. I have successfully packaged and installed the app using the Enterprise license. Now I am attempting to use their iOS Dev license to upload the app to the App store. Every time, I get the same error. Here's the summary at the bottom of the documentation:1 package(s) were not uploaded because they had problems: /var/folders/t1/f88tpcl88xl5f6008k8yjrkh0000gp/T/845653951.itmsp - Error Messages: Apple's web service operation was not successful Unable to authenticate the package: 845653951.itmsp ERROR ITMS-9000: "Unsupported Architectures. Your executable contains unsupported architectures '[cputype (12) cpusubtype (9)]'." at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage) Could not start delivery: all transports failed diagnosticsI am not sure what "unsupported architectures '[cputype (12) cpusubtype (9)]'" means or how to fix it. Could this have
So we're currently preparing for a global release of our game Pick a Pet - Android Apps on Google Play & Pick A Pet on the App Store on iTunes (currently only available in Ireland at the moment), so we're looking into every which way we can optimise it as much as possible for the odd and less powerful devices that people will be installing on and one of the definite areas that would give us big memory boosts, would be the ability to use 16bit images on iOS and just fuller control over that section in general, as while we have the 16bit colorDepth flag in for Android set in our -app.xml file, we can't actually notice a difference between when it's not there.The place where we'd like it most is in any of the uploadFrom functions in Texture. While the miplevel options are great for advanced use, the ability to pass a bool in at that point to tell the graphics card it's 16bit really would be a big deal for us. In previous games we worked on, like Bejeweled and Plants vs. Zo
i am using flash professional CC to develop an application for IOS its very simple application for testing , i target it as ADobe air 6.8 for IOS i generated certificate and provision profile successsfuly , and the application puplished successfully and installed on a defined Ipad Device , BUT it refuse to open ! , it does not open at all , it wont't work , it does not show any error message , any Help ?
can not install adobe air , get a message that the certificate is incorrect ???
When running AIR on OS X (tested with 13.0 on Mavericks), the DEACTIVATE event fires when the application first opens! But this doesn't happen on Windows.So for example:<html> <head> <title>Simple Test</title> </head> <body> <script src="AIRAliases.js"></script> <script> window.nativeWindow.addEventListener(air.Event.DEACTIVATE, function() { air.trace('DEACTIVATE'); }); </script> </body></html>I will see that trace statement as soon as I run the application... Which is a huge issue as I have logic that I run on DEACTIVATE that I DON'T want to run on app load and in doing so causes a loop of functions 3-4 times... Again this DOES NOT HAPPEN on OS X.Is this a bug? Or am I missing something about the way OS X handles windows?Currently to get around this... I am having to do:if (air.Capabilities.os.indexOf("Mac OS") > -1) { &nb
Hi!I want to create an app for Android but it will quite large. It will be larger than the 50MB offered by Google Play Store. This means that I need to find a way and break the app and load parts of it when I need them. Imagine it like minigames inside a bigger app. It is not clear to me how to achieve this since every time on AIR, I can export and APK file for a mini-game let's say. Can I later download APKs and integrate them into my main app? How would this be possible? Another question that I have is: In order for a SWF to play on my app, it needs to be built by AIR for Android? The best case would be to download content from In-App purchases and integrate in my app. But these things are not so clear.Thanks in advance for your help and support.
I have an app that works great when restricted to portrait mode - for 99% of it that's exactly what I want. But, I have to play a video in one small portion of it which needs to allow the user to rotate to landscape. This is the only time I want the landscape to work though. I have the app set to portrait mode with auto-orientation in my publishing settings - so it will allow you to view it in portrait normally and upside-down (but no landscape). I tried manually changing the screen using StageOrientation.ROTATED_RIGHT but it wouldn't work in my testing on iPad 3. I would be happy with rotating the entire video 90 degrees and the user would just have to turn the device - but I'm using stageVideo and I can't control the rotation (...or can i?). I would also be happy with setting some in-app variable that locks out landscape most of the time, is that possible?Any suggestions/recommendations would be helpful. Thanks!
I'm at a loss.I read blog and read help and I understand it's possible: loadBytes() must work.But when I try do it I catch error (uncompiled ActionScript warning).And then I found Release Notes with prohibited of loadBytes(): Methods unload() and loadBytes()of the loader class will not work on iOSWhere is true? Why some developres talk it's possible? How?Thanx!
Ive been trying to install this game for my pc. I am not very tech savy so i probably wont provide you with the necessary info. I keep getting an error. E:\Adobe AIR\Versions\1.0\Adobe AIR.dll is either not designed to run on windows or it contains an error..Ive tried uninstalling and reinstalling, virus scans, restarting computer. I dont know what else to do. Help?
Hello Support,We are building a new version of an app pubished on PlayStore (built with Adobe AIR) and need to embed higher resolution images. This results in my app apk file size which is over 100 MB.Google allows to upload apks that are <= 50 MB. For apps which require more storage capacity than this limit, expansion files are needed.Can you please inform us about how to incorporate these expansion files with an AIR app?Is there a native extension or a built-in feature to prepare the expansion files and surpass the limit?I've looked in the forums & there is no definite answer or solution.If this is not possible at present, can you please add it to the wishlist for the next version of Adobe AIR SDK? Or perhaps, release a free/paid native-extension which enables this.Thanks!
I'm getting some stuttering and Adobe Scout reports that Air is "rendering dirty regions".I would like to avoid that to get fluid animations, even if it means making the user wait for a few frames before displaying the content. Problem is that Air only does this process when the elements are being shown. I've tried putting the elements on stage, but it seems if the elements are not visible by the user the rendering does not occur.So, is there a way to force this render without actually showing the content to the user?Is there any other way to solve this issue?
Is there a way to verify the digital signature of a file in AIR? For example, can I check the signature of an EXE in the file system?I haven't found anything in the AIR or Flex docs, but is there a library for this, or are there any native extensions or tools available for this?Thank you.
Hi Guys!I have problem uploading my apk file on google play, since it's bigger than 50MB and I want to upload a simple loader file and then download the expansion APK and open its swf file.Any ideas on how to parse the APK and reach the swf file?Cheers!
Hello, I am using Windows vista 32bit. I have adobe Air installed and installing the program "Adobe Air" succeeds with no issues. The problem is when I try to install a "*.air" package on this computer it does not function. Windows sees the package and the installer opens. The problem is it just stays in my task manager forever. Any help on how to debug would be appreciated. Thanks,Danny
Hi,Does an Adobe AIR desktop app with an embedded runtime (standalone/portable) that got published on Windows work on a Mac too? Thanks
When a mobile user install my app and his/her mobile doesn't install Adobe AIR / lower version of AIR, there would be a popup asking installation of Adobe AIR required.I think this process could cause an problem if the user don't know what Adobe AIR is, or they refuse to install Adobe AIR for some reason, which turn out to not installing my app.On iPad, the installation of Adobe AIR is somehow build-in, that would not ask the user to install AIR before installing mine.How do I set my project such that my app would not ask the user to install Adobe AIR on Android or iPhone device?
We're developing several Video-Apps which are also in the iOS App Store. Video rendering is done in StageVideo wich obviously respects the iOS System AirPlay settings. This feature is awesome and works like a charm but ... we can't figure the AirPlay status and this is a problem for us.What happens is the following: Users activate AirPlay e.g. inside Spotify to hear their music on the stereo. Then they forget about it. Then they open our app (but TV/stereo is turned off)Result is a fully functional app without video display because the video stream is on AirPlayThen we're getting "video doesn't work" comments in the appstoreIs there any way to figure out (or even set) the system AirPlay status so we can at least show a message to the user saying "Your System is on AirPlay. Please turn on your TV to see the video?Thank you very much!Nikolai
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