Sound on mobile vs desktop

Gizmodeus
28 Jun 2018, 00:53

I know this topic has been discussed before, but I found something interesting. I added sounds to my game using mp3 files. It works fine on desktop.

When I run my game on a mobile (Chrome) browser, the sounds don't play. But when I switch Chrome on Android to 'Desktop site', my game plays its sounds correctly, just like on the desktop.

So, it seems like the problem has nothing to do with the sound files. Could this be a bug in Quest, in whatever code is run when adapting the interface to mobile?


jmnevil54
28 Jun 2018, 02:11

I'm pretty sure it's the device's software that's the problem. But it could be Quest's too.

For the record, I am not a sound expert. I just messed around with a few Quest games, and I own a Kindle.


Richard Headkid
28 Jun 2018, 04:22

Sounds do not automatically play in mobile browsers. The user has to actually start the audio. This is to protect us from having to pay for data unknowingly downloaded by ads and such.

http://docs.textadventures.co.uk/quest/adding_sounds.html#mobile-browsers


Gizmodeus
28 Jun 2018, 14:21

Thanks for pointing me to that page, somehow I missed it despite searching for sound on mobile repeatedly.

I guess this means sound effects are not a practical option on mobile. Forcing the player to click 'play' once for background music might make sense, but forcing them to click play whenever a 1 second sound effect pops up will be more annoying than it is worth.