Yeah, i read the complete Topic. It suggests using exoplayer but i can’t use exoplayer for a music instrument app because it consists of many sounds and players. When will Kodular fix this bug? Because Google has given the ultimatum for the last date to get an update into aab.
Bcoz, first the Exo player is not that fast to play immediately when the button press several times as compared to the sound component. For example, if I play drum and press it 20 times for the Exo player it takes time and for the sound components, it will play more smoothly as per my experience.
I had already talked about this problem of exoplayer not being as fast as the sound player, in another post and I was asked about it. And I really see that other users have noticed the same problem. I’m having to make some adaptations that are not good to use the exoplayer nowadays.
For developers confronted to this problem as I was, I share my findings…
The cause : It is due to the compression of the resources in the aab format.
Solution : Tell the bundle tool not to compress the audio resources.
Before compiling the aab create a ‘BundleConfig.json’ file with the following content (exemple with ‘.oog’ files in assets):
{
“compression”: {
“uncompressedGlob”: [“assets/**.ogg”]
}
}
Run the compile aab command with additional option ’ --config=BundleConfig.json’
Sign & upload your aab
Enjoy!
Maybe one day, this will be included in Kodular code, but if you need to publish now, this might help.
Another solution: Music file source path must be found by blocks.
The blocks in the example are if audio playback is enabled in the in-game settings, first find the source file from assets; If the audio file is playing before, mute it, then play it again.