Sound file runs fine on Desktop with LibGDX, but crashes on android device
Right now, I am programming a video game in Android Studio with LibGDX that can run on both Desktop and Android devices.
In certain parts of the game, I want to play a sound effect using a Sound variable:
public Sound sound5;
In the show() function of the Screen, I am initializing the sound by setting the path to the sound effect audio file:
sound5 = Gdx.audio.newSound(Gdx.files.internal("C:/Users/coder/Desktop/Catacombs - Copy/android/res/raw/nff_confirm_02.wav"));
Then, in the hide() function, I dispose the sound variable:
sound5.dispose();
In one of my button's functions, I play the sound:
sound5.play();
When I run my game on Desktop, the game runs perfectly fine and plays the sound file whenever I press a button, but when I try to run my game on an Android device, the game crashes with a FileNotFoundException as soon as it starts up. Here is the log for the crash:
E/AndroidRuntime: FATAL EXCEPTION: GLThread 24292
Process: com.efe.gamedev.catacombs, PID: 24651
com.badlogic.gdx.utils.GdxRuntimeException: Error loading audio file: C:/Users/coder/Desktop/Catacombs - Copy/android/res/raw/nff_confirm_02.wav
Note: Internal audio files must be placed in the assets directory.
at com.badlogic.gdx.backends.android.AndroidAudio.newSound(AndroidAudio.java:181)
at com.efe.gamedev.catacombs.MenuScreen.show(MenuScreen.java:117)
at com.badlogic.gdx.Game.setScreen(Game.java:61)
at com.efe.gamedev.catacombs.CatacombsGame.showMenuScreen(CatacombsGame.java:25)
at com.efe.gamedev.catacombs.CatacombsGame.create(CatacombsGame.java:20)
at com.badlogic.gdx.backends.android.AndroidGraphics.onSurfaceChanged(AndroidGraphics.java:311)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1537)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1253)
Caused by: java.io.FileNotFoundException: C:/Users/coder/Desktop/Catacombs - Copy/android/res/raw/nff_confirm_02.wav
at android.content.res.AssetManager.openAssetFd(Native Method)
at android.content.res.AssetManager.openFd(AssetManager.java:370)
at com.badlogic.gdx.backends.android.AndroidFileHandle.getAssetFileDescriptor(AndroidFileHandle.java:237)
at com.badlogic.gdx.backends.android.AndroidAudio.newSound(AndroidAudio.java:176)
at com.efe.gamedev.catacombs.MenuScreen.show(MenuScreen.java:117)
at com.badlogic.gdx.Game.setScreen(Game.java:61)
at com.efe.gamedev.catacombs.CatacombsGame.showMenuScreen(CatacombsGame.java:25)
at com.efe.gamedev.catacombs.CatacombsGame.create(CatacombsGame.java:20)
at com.badlogic.gdx.backends.android.AndroidGraphics.onSurfaceChanged(AndroidGraphics.java:311)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1537)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1253)
The audio file "nff_confirm_02.wav" does exist in the raw folder inside of my res folder. The file name does not have any capitals or spaces, so that shouldn't be a problem.
I have tried multiple file paths to the audio file, like:
sound5 = Gdx.audio.newSound(Gdx.files.internal("android/res/raw/nff_confirm_02.wav"));
or just:
sound5 = Gdx.audio.newSound(Gdx.files.internal("raw/nff_confirm_02.wav"));
However, both must be incorrect because the game crashes on both Desktop and Android.
I am not sure what I need to do to prevent the Android device from giving me a FileNotFoundException.
By the way, I looked in the log for the crash, and I found that it said:
Note: Internal audio files must be placed in the assets directory.
There is an "assets" directory in the android directory of my LibGDX project, but whenever I try to paste the audio file that I am using into the assets directory, it automatically puts the file into the "res" directory in the android directory, so I didn't think that was the problem.
Any advice is welcome to help me be able to play a sound file in LibGDX, without my file path giving me a FileNotFoundException.
javascript android-studio libgdx
add a comment |
Right now, I am programming a video game in Android Studio with LibGDX that can run on both Desktop and Android devices.
In certain parts of the game, I want to play a sound effect using a Sound variable:
public Sound sound5;
In the show() function of the Screen, I am initializing the sound by setting the path to the sound effect audio file:
sound5 = Gdx.audio.newSound(Gdx.files.internal("C:/Users/coder/Desktop/Catacombs - Copy/android/res/raw/nff_confirm_02.wav"));
Then, in the hide() function, I dispose the sound variable:
sound5.dispose();
In one of my button's functions, I play the sound:
sound5.play();
When I run my game on Desktop, the game runs perfectly fine and plays the sound file whenever I press a button, but when I try to run my game on an Android device, the game crashes with a FileNotFoundException as soon as it starts up. Here is the log for the crash:
E/AndroidRuntime: FATAL EXCEPTION: GLThread 24292
Process: com.efe.gamedev.catacombs, PID: 24651
com.badlogic.gdx.utils.GdxRuntimeException: Error loading audio file: C:/Users/coder/Desktop/Catacombs - Copy/android/res/raw/nff_confirm_02.wav
Note: Internal audio files must be placed in the assets directory.
at com.badlogic.gdx.backends.android.AndroidAudio.newSound(AndroidAudio.java:181)
at com.efe.gamedev.catacombs.MenuScreen.show(MenuScreen.java:117)
at com.badlogic.gdx.Game.setScreen(Game.java:61)
at com.efe.gamedev.catacombs.CatacombsGame.showMenuScreen(CatacombsGame.java:25)
at com.efe.gamedev.catacombs.CatacombsGame.create(CatacombsGame.java:20)
at com.badlogic.gdx.backends.android.AndroidGraphics.onSurfaceChanged(AndroidGraphics.java:311)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1537)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1253)
Caused by: java.io.FileNotFoundException: C:/Users/coder/Desktop/Catacombs - Copy/android/res/raw/nff_confirm_02.wav
at android.content.res.AssetManager.openAssetFd(Native Method)
at android.content.res.AssetManager.openFd(AssetManager.java:370)
at com.badlogic.gdx.backends.android.AndroidFileHandle.getAssetFileDescriptor(AndroidFileHandle.java:237)
at com.badlogic.gdx.backends.android.AndroidAudio.newSound(AndroidAudio.java:176)
at com.efe.gamedev.catacombs.MenuScreen.show(MenuScreen.java:117)
at com.badlogic.gdx.Game.setScreen(Game.java:61)
at com.efe.gamedev.catacombs.CatacombsGame.showMenuScreen(CatacombsGame.java:25)
at com.efe.gamedev.catacombs.CatacombsGame.create(CatacombsGame.java:20)
at com.badlogic.gdx.backends.android.AndroidGraphics.onSurfaceChanged(AndroidGraphics.java:311)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1537)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1253)
The audio file "nff_confirm_02.wav" does exist in the raw folder inside of my res folder. The file name does not have any capitals or spaces, so that shouldn't be a problem.
I have tried multiple file paths to the audio file, like:
sound5 = Gdx.audio.newSound(Gdx.files.internal("android/res/raw/nff_confirm_02.wav"));
or just:
sound5 = Gdx.audio.newSound(Gdx.files.internal("raw/nff_confirm_02.wav"));
However, both must be incorrect because the game crashes on both Desktop and Android.
I am not sure what I need to do to prevent the Android device from giving me a FileNotFoundException.
By the way, I looked in the log for the crash, and I found that it said:
Note: Internal audio files must be placed in the assets directory.
There is an "assets" directory in the android directory of my LibGDX project, but whenever I try to paste the audio file that I am using into the assets directory, it automatically puts the file into the "res" directory in the android directory, so I didn't think that was the problem.
Any advice is welcome to help me be able to play a sound file in LibGDX, without my file path giving me a FileNotFoundException.
javascript android-studio libgdx
add a comment |
Right now, I am programming a video game in Android Studio with LibGDX that can run on both Desktop and Android devices.
In certain parts of the game, I want to play a sound effect using a Sound variable:
public Sound sound5;
In the show() function of the Screen, I am initializing the sound by setting the path to the sound effect audio file:
sound5 = Gdx.audio.newSound(Gdx.files.internal("C:/Users/coder/Desktop/Catacombs - Copy/android/res/raw/nff_confirm_02.wav"));
Then, in the hide() function, I dispose the sound variable:
sound5.dispose();
In one of my button's functions, I play the sound:
sound5.play();
When I run my game on Desktop, the game runs perfectly fine and plays the sound file whenever I press a button, but when I try to run my game on an Android device, the game crashes with a FileNotFoundException as soon as it starts up. Here is the log for the crash:
E/AndroidRuntime: FATAL EXCEPTION: GLThread 24292
Process: com.efe.gamedev.catacombs, PID: 24651
com.badlogic.gdx.utils.GdxRuntimeException: Error loading audio file: C:/Users/coder/Desktop/Catacombs - Copy/android/res/raw/nff_confirm_02.wav
Note: Internal audio files must be placed in the assets directory.
at com.badlogic.gdx.backends.android.AndroidAudio.newSound(AndroidAudio.java:181)
at com.efe.gamedev.catacombs.MenuScreen.show(MenuScreen.java:117)
at com.badlogic.gdx.Game.setScreen(Game.java:61)
at com.efe.gamedev.catacombs.CatacombsGame.showMenuScreen(CatacombsGame.java:25)
at com.efe.gamedev.catacombs.CatacombsGame.create(CatacombsGame.java:20)
at com.badlogic.gdx.backends.android.AndroidGraphics.onSurfaceChanged(AndroidGraphics.java:311)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1537)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1253)
Caused by: java.io.FileNotFoundException: C:/Users/coder/Desktop/Catacombs - Copy/android/res/raw/nff_confirm_02.wav
at android.content.res.AssetManager.openAssetFd(Native Method)
at android.content.res.AssetManager.openFd(AssetManager.java:370)
at com.badlogic.gdx.backends.android.AndroidFileHandle.getAssetFileDescriptor(AndroidFileHandle.java:237)
at com.badlogic.gdx.backends.android.AndroidAudio.newSound(AndroidAudio.java:176)
at com.efe.gamedev.catacombs.MenuScreen.show(MenuScreen.java:117)
at com.badlogic.gdx.Game.setScreen(Game.java:61)
at com.efe.gamedev.catacombs.CatacombsGame.showMenuScreen(CatacombsGame.java:25)
at com.efe.gamedev.catacombs.CatacombsGame.create(CatacombsGame.java:20)
at com.badlogic.gdx.backends.android.AndroidGraphics.onSurfaceChanged(AndroidGraphics.java:311)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1537)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1253)
The audio file "nff_confirm_02.wav" does exist in the raw folder inside of my res folder. The file name does not have any capitals or spaces, so that shouldn't be a problem.
I have tried multiple file paths to the audio file, like:
sound5 = Gdx.audio.newSound(Gdx.files.internal("android/res/raw/nff_confirm_02.wav"));
or just:
sound5 = Gdx.audio.newSound(Gdx.files.internal("raw/nff_confirm_02.wav"));
However, both must be incorrect because the game crashes on both Desktop and Android.
I am not sure what I need to do to prevent the Android device from giving me a FileNotFoundException.
By the way, I looked in the log for the crash, and I found that it said:
Note: Internal audio files must be placed in the assets directory.
There is an "assets" directory in the android directory of my LibGDX project, but whenever I try to paste the audio file that I am using into the assets directory, it automatically puts the file into the "res" directory in the android directory, so I didn't think that was the problem.
Any advice is welcome to help me be able to play a sound file in LibGDX, without my file path giving me a FileNotFoundException.
javascript android-studio libgdx
Right now, I am programming a video game in Android Studio with LibGDX that can run on both Desktop and Android devices.
In certain parts of the game, I want to play a sound effect using a Sound variable:
public Sound sound5;
In the show() function of the Screen, I am initializing the sound by setting the path to the sound effect audio file:
sound5 = Gdx.audio.newSound(Gdx.files.internal("C:/Users/coder/Desktop/Catacombs - Copy/android/res/raw/nff_confirm_02.wav"));
Then, in the hide() function, I dispose the sound variable:
sound5.dispose();
In one of my button's functions, I play the sound:
sound5.play();
When I run my game on Desktop, the game runs perfectly fine and plays the sound file whenever I press a button, but when I try to run my game on an Android device, the game crashes with a FileNotFoundException as soon as it starts up. Here is the log for the crash:
E/AndroidRuntime: FATAL EXCEPTION: GLThread 24292
Process: com.efe.gamedev.catacombs, PID: 24651
com.badlogic.gdx.utils.GdxRuntimeException: Error loading audio file: C:/Users/coder/Desktop/Catacombs - Copy/android/res/raw/nff_confirm_02.wav
Note: Internal audio files must be placed in the assets directory.
at com.badlogic.gdx.backends.android.AndroidAudio.newSound(AndroidAudio.java:181)
at com.efe.gamedev.catacombs.MenuScreen.show(MenuScreen.java:117)
at com.badlogic.gdx.Game.setScreen(Game.java:61)
at com.efe.gamedev.catacombs.CatacombsGame.showMenuScreen(CatacombsGame.java:25)
at com.efe.gamedev.catacombs.CatacombsGame.create(CatacombsGame.java:20)
at com.badlogic.gdx.backends.android.AndroidGraphics.onSurfaceChanged(AndroidGraphics.java:311)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1537)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1253)
Caused by: java.io.FileNotFoundException: C:/Users/coder/Desktop/Catacombs - Copy/android/res/raw/nff_confirm_02.wav
at android.content.res.AssetManager.openAssetFd(Native Method)
at android.content.res.AssetManager.openFd(AssetManager.java:370)
at com.badlogic.gdx.backends.android.AndroidFileHandle.getAssetFileDescriptor(AndroidFileHandle.java:237)
at com.badlogic.gdx.backends.android.AndroidAudio.newSound(AndroidAudio.java:176)
at com.efe.gamedev.catacombs.MenuScreen.show(MenuScreen.java:117)
at com.badlogic.gdx.Game.setScreen(Game.java:61)
at com.efe.gamedev.catacombs.CatacombsGame.showMenuScreen(CatacombsGame.java:25)
at com.efe.gamedev.catacombs.CatacombsGame.create(CatacombsGame.java:20)
at com.badlogic.gdx.backends.android.AndroidGraphics.onSurfaceChanged(AndroidGraphics.java:311)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1537)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1253)
The audio file "nff_confirm_02.wav" does exist in the raw folder inside of my res folder. The file name does not have any capitals or spaces, so that shouldn't be a problem.
I have tried multiple file paths to the audio file, like:
sound5 = Gdx.audio.newSound(Gdx.files.internal("android/res/raw/nff_confirm_02.wav"));
or just:
sound5 = Gdx.audio.newSound(Gdx.files.internal("raw/nff_confirm_02.wav"));
However, both must be incorrect because the game crashes on both Desktop and Android.
I am not sure what I need to do to prevent the Android device from giving me a FileNotFoundException.
By the way, I looked in the log for the crash, and I found that it said:
Note: Internal audio files must be placed in the assets directory.
There is an "assets" directory in the android directory of my LibGDX project, but whenever I try to paste the audio file that I am using into the assets directory, it automatically puts the file into the "res" directory in the android directory, so I didn't think that was the problem.
Any advice is welcome to help me be able to play a sound file in LibGDX, without my file path giving me a FileNotFoundException.
javascript android-studio libgdx
javascript android-studio libgdx
asked Nov 25 '18 at 4:24
Acer DashAcer Dash
31
31
add a comment |
add a comment |
1 Answer
1
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votes
All your assets should be inside assets
folder of android module in LibGDX project.
Please take a look of Project Explorer :
Create sound object in this way whenever you want :
Sound sound = Gdx.audio.newSound(Gdx.files.internal("sounds/nff_confirm_02.wav"));
sound.play();
For Desktop, Configuration should be like this :
Cross check Working directory path.
I'm sorry, but I don't see a Working directory path in my Desktop Configuration. I am using Android Studio 3.0.1, which is not the latest version. Is that the problem?
– Acer Dash
Nov 28 '18 at 15:50
I just updated to Android Studio 3.2.1, and I still don't see a Working Directory option in Desktop Configuration. My Gradle version is 3.3, which is not the latest version. Is that affecting why I can't see the Working directory path?
– Acer Dash
Nov 29 '18 at 3:18
can you share configuration, what you've ??
– Aryan
Nov 29 '18 at 4:55
Okay, it ended up that the reason that all my files that I put in the "assets" folder automatically went to the "res" folder, was because I was making the "sounds" folder be an android resource directory with a raw resource type. I fixed it by making the "sounds" folder by a normal directory, which was a very simple fix.
– Acer Dash
Nov 29 '18 at 5:33
I got it to work. Thank you so much for your time.
– Acer Dash
Nov 29 '18 at 5:34
|
show 1 more comment
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1 Answer
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active
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1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
All your assets should be inside assets
folder of android module in LibGDX project.
Please take a look of Project Explorer :
Create sound object in this way whenever you want :
Sound sound = Gdx.audio.newSound(Gdx.files.internal("sounds/nff_confirm_02.wav"));
sound.play();
For Desktop, Configuration should be like this :
Cross check Working directory path.
I'm sorry, but I don't see a Working directory path in my Desktop Configuration. I am using Android Studio 3.0.1, which is not the latest version. Is that the problem?
– Acer Dash
Nov 28 '18 at 15:50
I just updated to Android Studio 3.2.1, and I still don't see a Working Directory option in Desktop Configuration. My Gradle version is 3.3, which is not the latest version. Is that affecting why I can't see the Working directory path?
– Acer Dash
Nov 29 '18 at 3:18
can you share configuration, what you've ??
– Aryan
Nov 29 '18 at 4:55
Okay, it ended up that the reason that all my files that I put in the "assets" folder automatically went to the "res" folder, was because I was making the "sounds" folder be an android resource directory with a raw resource type. I fixed it by making the "sounds" folder by a normal directory, which was a very simple fix.
– Acer Dash
Nov 29 '18 at 5:33
I got it to work. Thank you so much for your time.
– Acer Dash
Nov 29 '18 at 5:34
|
show 1 more comment
All your assets should be inside assets
folder of android module in LibGDX project.
Please take a look of Project Explorer :
Create sound object in this way whenever you want :
Sound sound = Gdx.audio.newSound(Gdx.files.internal("sounds/nff_confirm_02.wav"));
sound.play();
For Desktop, Configuration should be like this :
Cross check Working directory path.
I'm sorry, but I don't see a Working directory path in my Desktop Configuration. I am using Android Studio 3.0.1, which is not the latest version. Is that the problem?
– Acer Dash
Nov 28 '18 at 15:50
I just updated to Android Studio 3.2.1, and I still don't see a Working Directory option in Desktop Configuration. My Gradle version is 3.3, which is not the latest version. Is that affecting why I can't see the Working directory path?
– Acer Dash
Nov 29 '18 at 3:18
can you share configuration, what you've ??
– Aryan
Nov 29 '18 at 4:55
Okay, it ended up that the reason that all my files that I put in the "assets" folder automatically went to the "res" folder, was because I was making the "sounds" folder be an android resource directory with a raw resource type. I fixed it by making the "sounds" folder by a normal directory, which was a very simple fix.
– Acer Dash
Nov 29 '18 at 5:33
I got it to work. Thank you so much for your time.
– Acer Dash
Nov 29 '18 at 5:34
|
show 1 more comment
All your assets should be inside assets
folder of android module in LibGDX project.
Please take a look of Project Explorer :
Create sound object in this way whenever you want :
Sound sound = Gdx.audio.newSound(Gdx.files.internal("sounds/nff_confirm_02.wav"));
sound.play();
For Desktop, Configuration should be like this :
Cross check Working directory path.
All your assets should be inside assets
folder of android module in LibGDX project.
Please take a look of Project Explorer :
Create sound object in this way whenever you want :
Sound sound = Gdx.audio.newSound(Gdx.files.internal("sounds/nff_confirm_02.wav"));
sound.play();
For Desktop, Configuration should be like this :
Cross check Working directory path.
edited Nov 26 '18 at 9:10
answered Nov 26 '18 at 8:26
AryanAryan
15k73248
15k73248
I'm sorry, but I don't see a Working directory path in my Desktop Configuration. I am using Android Studio 3.0.1, which is not the latest version. Is that the problem?
– Acer Dash
Nov 28 '18 at 15:50
I just updated to Android Studio 3.2.1, and I still don't see a Working Directory option in Desktop Configuration. My Gradle version is 3.3, which is not the latest version. Is that affecting why I can't see the Working directory path?
– Acer Dash
Nov 29 '18 at 3:18
can you share configuration, what you've ??
– Aryan
Nov 29 '18 at 4:55
Okay, it ended up that the reason that all my files that I put in the "assets" folder automatically went to the "res" folder, was because I was making the "sounds" folder be an android resource directory with a raw resource type. I fixed it by making the "sounds" folder by a normal directory, which was a very simple fix.
– Acer Dash
Nov 29 '18 at 5:33
I got it to work. Thank you so much for your time.
– Acer Dash
Nov 29 '18 at 5:34
|
show 1 more comment
I'm sorry, but I don't see a Working directory path in my Desktop Configuration. I am using Android Studio 3.0.1, which is not the latest version. Is that the problem?
– Acer Dash
Nov 28 '18 at 15:50
I just updated to Android Studio 3.2.1, and I still don't see a Working Directory option in Desktop Configuration. My Gradle version is 3.3, which is not the latest version. Is that affecting why I can't see the Working directory path?
– Acer Dash
Nov 29 '18 at 3:18
can you share configuration, what you've ??
– Aryan
Nov 29 '18 at 4:55
Okay, it ended up that the reason that all my files that I put in the "assets" folder automatically went to the "res" folder, was because I was making the "sounds" folder be an android resource directory with a raw resource type. I fixed it by making the "sounds" folder by a normal directory, which was a very simple fix.
– Acer Dash
Nov 29 '18 at 5:33
I got it to work. Thank you so much for your time.
– Acer Dash
Nov 29 '18 at 5:34
I'm sorry, but I don't see a Working directory path in my Desktop Configuration. I am using Android Studio 3.0.1, which is not the latest version. Is that the problem?
– Acer Dash
Nov 28 '18 at 15:50
I'm sorry, but I don't see a Working directory path in my Desktop Configuration. I am using Android Studio 3.0.1, which is not the latest version. Is that the problem?
– Acer Dash
Nov 28 '18 at 15:50
I just updated to Android Studio 3.2.1, and I still don't see a Working Directory option in Desktop Configuration. My Gradle version is 3.3, which is not the latest version. Is that affecting why I can't see the Working directory path?
– Acer Dash
Nov 29 '18 at 3:18
I just updated to Android Studio 3.2.1, and I still don't see a Working Directory option in Desktop Configuration. My Gradle version is 3.3, which is not the latest version. Is that affecting why I can't see the Working directory path?
– Acer Dash
Nov 29 '18 at 3:18
can you share configuration, what you've ??
– Aryan
Nov 29 '18 at 4:55
can you share configuration, what you've ??
– Aryan
Nov 29 '18 at 4:55
Okay, it ended up that the reason that all my files that I put in the "assets" folder automatically went to the "res" folder, was because I was making the "sounds" folder be an android resource directory with a raw resource type. I fixed it by making the "sounds" folder by a normal directory, which was a very simple fix.
– Acer Dash
Nov 29 '18 at 5:33
Okay, it ended up that the reason that all my files that I put in the "assets" folder automatically went to the "res" folder, was because I was making the "sounds" folder be an android resource directory with a raw resource type. I fixed it by making the "sounds" folder by a normal directory, which was a very simple fix.
– Acer Dash
Nov 29 '18 at 5:33
I got it to work. Thank you so much for your time.
– Acer Dash
Nov 29 '18 at 5:34
I got it to work. Thank you so much for your time.
– Acer Dash
Nov 29 '18 at 5:34
|
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