Game Development Community

iOS 7 Support?

by Eric Sapp · in Torque 2D Beginner · 09/10/2013 (1:19 pm) · 12 replies

Just curious if Torque 2D is ready to run on iOS 7.

Thanks,

Eric

#1
09/10/2013 (1:45 pm)
<shrug> Give it a shot - it might work.
#2
09/11/2013 (3:26 am)
I know I'll be bumping my GFX fork to ios7 & Opengl ES 3.0 pretty quick.
#3
09/15/2013 (10:51 pm)
But i would like to one thing about Itorque and please speak of the real time editors,point complex rendering system. I would like to know more . Well right now i m 3D designer for a gaming company TIMUZ , gameseverytime.com (an onlien gaming company). we generally use flash, ios 3 and few basic engines. I was very much impressed by torque 3d , So i would like to know about that.
#4
09/16/2013 (12:14 am)
Hello Russell, sorry I am a bit confused by your post. Are you looking for information on Torque 2D or Torque 3D? They are separate engines specializing in 2D or 3D game development, respectively.
#5
09/19/2013 (1:15 pm)
As far as I can tell there is no huge problems other than alxPlay() does not work on iOS 7. My bug submitted to Git. So no sound is kind of a big thing but you could work around the issue until there is a fix. github.com/GarageGames/Torque2D/issues/120
#6
09/19/2013 (1:34 pm)
Sound issue - is OpenAL compatible with iOS 7? Has anyone tried re-compiling OpenAL for iOS 7?
#7
09/25/2013 (6:52 pm)
@Richard from what I have read Apple incorporates its own flavor of openAL into an iOS Framework.
#8
09/26/2013 (6:47 am)
Of course they do. Wouldn't want to make this easy for anyone, would they?

Ok, you should still be able to use the direct iOS sound calls to play sounds might have to write a custom wrapper. I'll have to look back and see how it was done before. I remember using two different methods to play sounds based on whether it was a sound effect or background music....

Any console errors when the sound fails to play?
#9
10/07/2013 (12:06 pm)
No console errors.

The streaming function still works for some reason but alxPlay() does not.
#10
10/07/2013 (12:38 pm)
A work around to get audio in your iTorque2D 1.5 projects and Torque 2D MIT projects for iOS. Compliments of Chris Jorgenson of Cascadia Games He's got Cavorite 3 coming out in a few days so I think it would be nice if you use his fix that you buy some of his iOS works.


Resource www.garagegames.com/community/resources/view/22445
#11
01/03/2014 (10:28 am)
Found this on stack overflow. Not sure how the alxPlay is implemented in itorque2D or t2d MIT but this seems like it could be the culprit. stackoverflow.com/questions/18922053/avaudiorecorder-avaudioplayer-with-ios-7-no...
#12
01/03/2014 (12:47 pm)
alxPlay() is just a wrapper function for the OpenAL play function. In another thread someone mentioned changes to iOS' use of OpenAL that might require additional "setup."