So belltown brought this to my attention, the background music in my game (Retaliate) is no longer looping on his device, I tried it on mine and he is right, Roku 3 and Roku 1 are both doing it for me too. I know that I tested this before publishing, here’s my code…
My friend had a Roku that was still on 6.1 firmware. Audio looped perfect. Then I told it to update the firmware to 6.2… no more loop .
Why Roku have you betrayed me!!!
Lol, jk. Bugs happen. But the question is, do I need to do something? Or will Roku fix it in a reasonable timeframe? Will probably just contact them about the issue.
“Romans_I_XVI” wrote:
So your saying you verified this on another channel that loops?
If so that makes me feel better, if it effects multiple channels they should fix it soon.
“soon” with firmware updates could be weeks or even months, so you may want to look into adding your own looping functionality. It’s easy enough to listen for the isFullResult() event and restart the stream.
“TheEndless” wrote:
“soon” with firmware updates could be weeks or even months, so you may want to look into adding your own looping functionality. It’s easy enough to listen for the isFullResult() event and restart the stream.
One would think breaking a long-existing, long-documented function - that setLoop() apparently is - creates some urge to fix it.
Are app review times shorter than bugfix pushes to firmware?
Also, is isFullResult() less likely to break down than setLoop()? (I.e. what happens if next firmware fixes setLoop but breaks isFullResuit …)
Lol, I know what you mean EnTerr. Although I will say, when I emailed the channel publishing team about this they replied right away, and within a few minutes they replied with additional CC’s about 4 times, apparently spreading the word of the critical problem to staff whom I don’t know. From the way they acted it seemed as though it is new knowledge to them and a high priority.
“TheEndless” wrote:
“soon” with firmware updates could be weeks or even months, so you may want to look into adding your own looping functionality. It’s easy enough to listen for the isFullResult() event and restart the stream.
One would think breaking a long-existing, long-documented function - that setLoop() apparently is - creates some urge to fix it.
Are app review times shorter than bugfix pushes to firmware?
Also, is isFullResult() less likely to break down than setLoop()? (I.e. what happens if next firmware fixes setLoop but breaks isFullResuit …)
The reboot loop with 6.1 took them over a month to fix, and I suspect that was a higher priority than looping audio…
Ok, thanks Joel! I’ve submitted an update to my channel that handles it manually, but if near future really does mean near, I’d just assume leave it and let the firmware patch fix the problem.
It seemed to start the music again with less of a delay, but I suppose this could be other things, maybe firmware update, or even the audio file I’m using (altered the quality). This was also on a Roku 3 when I made this statement, tried it on Roku 1 and it seems more delayed if my memory serves me right.
So essentially disregard the statement. Was just a first impression on my Roku 3.
I noticed we had a firmware update. Glad to hear the audio looping is working again.
The package I have submitted has already gone through testing so I’m just leaving the manual handling of looping for the time being. But I’m glad this is fixed for the sake of future updates/games.
It looks like roVideoPlayer.SetLoop() is broken now. I don’t know if the latest update broke it, or if it was broken along with roAudioPlayer.SetLoop() in the previous release, but it doesn’t loop automatically anymore…