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Question by HDX13 · Aug 11, 2017 at 12:48 AM · c#androidaudiosourceaudioclipapk

Music is not playing after build to APK

I have tested my game in the Editor and everything seems to be working fine. But after I build it into APK, the music won't load and the game got stuck on the main game scene. I believe there's something to do with my Main.cs script and some others. Note: I'm trying to load the audio on runtime because I'm using a music selection system.

Main.cs

 public int CurrentBeat = 0;
 public float BPM;
 public bool RespawnNote = true;
 public Scoring ScoreSystem;
 public MusicData MusicData;
 public int Difficulty = 1;
 public int Speed = 4;
 private float FallTime;
 public AudioSource Music;
 private AudioClip music2Play;
 public GameHandler GameData;

 void Awake(){
     try
     {
         #region FromStart
         // preparing objects
         GameData = FindObjectOfType<GameHandler>(); // if this fails, go to catch line
         music2Play = FindObjectOfType<AudioClip>();
         
         // preparing data
         MusicData = GameData.GetCurrentMusic();
         FallTime = 16f / GameData.GameSpeed;
         Difficulty = GameData.Difficulty;
         Speed = GameData.GameSpeed;
         isTest = false;
         LoadAudio();

         // set the clip to the AudioSource
         Music.clip = music2Play;
         #endregion
     }
     catch (System.Exception)
     {
         #region TestTrack
         // this will be a test script
         // so you don't need to start
         // all the way from the beginning
         // PS: I've set a track as default, so
         // no more FileName on MusicData
         isTest = true;
         MusicData = new MusicData() { Title = "TestTrack", Artist = "<unknown/>", 
             BPM = 120, Offset = testOffset, TrackBeats = TestTrackBeats };
         FallTime = 16f / Speed;
         #endregion
     }
     finally
     {
         //these lines will be executed no matter what
         ScoreSystem = FindObjectOfType<Scoring>();
         cache = FindObjectOfType<ObjectPool>();
          // preparing latency
         lateStart = MusicData.Offset > FallTime; 
     }
 }

 void LoadAudio()
 {
     // load the audio file
     // note: ignore extension
     music2Play = Resources.Load<AudioClip>(GameData.RawPath + MusicData.FileNameNoExt);
     music2Play.LoadAudioData();
 }

 IEnumerator Play()
 {
     if (!lateStart)
         yield return new WaitForSeconds(FallTime + MusicData.Offset);

     Music.Play();
 }

I used Start() to call the coroutine Play()

Please, I need a quick solution to this issue. I need to get it finished in a week or two.

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Answer by MaxQuinonesSantander · Jun 16, 2021 at 06:19 AM

try change build to 64x in other settings =) works for me.

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Answer by Komayo · Aug 11, 2017 at 01:44 AM

Iam not entirely a expert on sound matter, but this behaviour you are getting,

  • Seems a wrong format to play on android. Mobile systems are sometimes very strict and specific to some extensions/plugins types. Same on videos also.

  • Check also a few options of the file, compressions, bitrates, etc... a sound expert may give you a help in that

  • In the worst case, your android system runs out of resources to load the file, or not loading it quick enought to be readable by unity engine

Maybe this helps somehow.

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avatar image HDX13 · Aug 12, 2017 at 07:07 AM 0
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I have tried a small project to load my resources on the fly. And all the audio files are loaded and worked perfectly. Even on AP$$anonymous$$.
$$anonymous$$y audio settings (for this one) are:

  • 320kbps $$anonymous$$P3 file

  • Vorbis compression, 40% quality

  • Preload Audio Data = false

  • Load in Background = true

  • Load Type = Decompress on load

Again, I use Resources.Load<AudioClip>(path); to load the audio.

UPDATE: It's still not working. After implementing a log writer, turns out it's IsolatedStorageException. Android thinks that my resources is inside the AP$$anonymous$$, but there was nothing (I checked the built AP$$anonymous$$, and there was "res" ins$$anonymous$$d of "Resources").

In the given link, the errors were for text files (txt, json, xml). But I believe this could also happen on my audio files too. Or maybe anything that is inside the "Resources" folder.

avatar image Komayo HDX13 · Aug 12, 2017 at 07:23 AM 0
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There was a issue a few releases ago, with decompressed audio not working very well. Can you try to change Load Type to Compressed/Not Decompress and test again if it works.

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