iOS, audio interruptions [resolved]

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I've been having an issue with my current HaxeFlixel/OpenFL project where a phone (or facetime) call "steals" audio away from the game, and doesn't "return it" when the call is over, leaving you with a silent game. There's a post about it on the OpenFL forums here and a dev doc about handling audio interruptions from Apple here.

I decided to check out the same thing using the Luxe "audio" test project (in tests/features/audio) and it turns out the same thing happens. I figured I'd bring it to your attention, but also ask if there is anthing we could do with Snowkit to work around it.

Thanks!
//Chris

PS: The Xcode project is nice and clean, and I was pleased to see it using current features like .xcassets.

Tags
resolvediosaudio