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Full Version: Audio limitations for Phones
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As a Sound designer and Composer, I haven't really been able to get a grasp on what the limitations of Iphone or Android apps from an audio perspective.

I'd love to know what kind of memory restrictions are in place based on a few of the games you have made (or if you have even hit the threshold in the past)

Thanks guys!
I haven't had the chance to program audio into a mobile game, since I'm not on any such projects, but, having looked at the Myst iPhone app data, I noted that much of the audio was pretty much ported from the original 1993 game. These audio files were all in mono and, despite this day and age, some of the music still had some pink noise in it like the original 1993 game did.

Sorry I couldn't be of any more assistance.
We actually have an article related to this topic:
Awesome! Thanks Seth!
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