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Why most J2ME games were mute:
02-12-2021, 07:54 AM (This post was last modified: 02-12-2021 08:05 AM by JoseskVolpe.)
Post: #1
Photo Why most J2ME games were mute:
[Image: 3asidFl.jpg]

This is what developers had to face
Made it based on my observations

Orange square means: Cautions, may glitch/fail
Red square means: Occupy buffer, will be interrupted if needed or throw another error

Devices handles with their audio players very different from each other. Some could buffer multiple audio, some couldn't. Audios had to be realized, then prefetched before starting it, but in some devices, for being allowed to be mixed with other sounds, you had to avoid prefetching .wav formats, also, it were advised to use .midi as music and .wav as SFX, but yet, some devices would glitch it. In some devices, start()ing before prefetch()ing would throw an error, prefetch automatically or starting. But in some, they just don't prefetch, you had to start() it directly.

J2ME MMAPI is really a mess.

Not to mention how app-sizes were very limited

I'll release a audio benchmark soon to do another research, and from this make some new observations with different audio rendering services.

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Why most J2ME games were mute: - JoseskVolpe - 02-12-2021 07:54 AM

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