See attached example for how to play an ogg file.
However the SampleImport only plays embedded files so it does not use ReadAssetFile.Try an example that uses the File component.
Search found 2371 matches
- Wed Apr 23, 2025 8:27 am
- Forum: General discussion
- Topic: How to use SampleImport ogg?
- Replies: 1
- Views: 45
- Wed Apr 23, 2025 8:16 am
- Forum: Bug reports
- Topic: WebOpen OnResult not working on Android
- Replies: 1
- Views: 35
Re: WebOpen OnResult not working on Android
For Android I only implemented the part of WebOpen that simply opens a webpage in a browser. Such if you have a button in your game that says "Visit my homepage" and you click it and it opens the browser. This is when the "InBrowser" property of the WebOpen component is true. The...
- Tue Apr 22, 2025 7:33 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 273
- Views: 93394
Re: Google Play New problem : 64bits
So I've been trying to fix the warnings: "Converting pointers to signed integers may result in wrong comparison results and range errors, use an unsigned type instead." You could try if changing to NativeUInt helps with the crashes. But otherwise I would not bother. The Delphi compiler do...
- Mon Apr 21, 2025 7:45 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 273
- Views: 93394
- Mon Apr 14, 2025 2:28 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 273
- Views: 93394
- Mon Feb 10, 2025 10:13 am
- Forum: Your projects
- Topic: Choko Loco 2 on steam
- Replies: 4
- Views: 2437
Re: Choko Loco 2 on steam
Almost a two hour video, I didn't realize this game had so much content
. Looks like some interesting level design and cool bosses. I'm impressed you had the perseverance to finish this project.

- Mon Dec 09, 2024 2:24 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 273
- Views: 93394
Re: Google Play New problem : 64bits
You can try delaying the InitApp call in ZgeAndroid to NativeDrawFrame. This should help get rid of the messages about no current GL context.
- Mon Dec 09, 2024 8:23 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 273
- Views: 93394
Re: Google Play New problem : 64bits
About Zge.Java: I think the logic is that it copies it to the app directory only if it is newer than the destination. To avoid overwriting any app-specific changes. It seems the built in Android OpenGL logging have no effect because I can see no such lines in the log. I guess they have removed this ...
- Fri Dec 06, 2024 4:02 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 273
- Views: 93394
Re: Google Play New problem : 64bits
These messages are interesting: "call to OpenGL ES API with no current context (logged once per thread)" I see that GLSurfaceView has options to log OpenGL calls. Try adding this line: setDebugFlags(DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS); At line 91 in Zge.java, just before the line &q...
- Tue Dec 03, 2024 2:42 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 273
- Views: 93394
Re: Google Play New problem : 64bits
Today, I discovered that Android Studio handles the logcat very efficiently when a real phone is connected to the computer. I noticed some warnings appearing quite frequently: 2024-12-03 14:00:26.318 680-593 gralloc4 and...graphics.allocator-V1-service W Unable to set buffer name VRI[ZgeActivity]#0...
- Thu Nov 21, 2024 8:19 am
- Forum: Your projects
- Topic: Choko Loco 2 on steam
- Replies: 4
- Views: 2437
Re: Choko Loco 2 on steam
Cool
. This is to my knowledge the first ZGE game on Steam.

- Wed Nov 13, 2024 9:17 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 273
- Views: 93394
Re: Google Play New problem : 64bits
Can you please DM me the latest version of your Omeganaut zgeproj file so I can look at it and see if I notice anything out of the ordinary? Especially around the sound generation since you mentioned that.
- Tue Nov 12, 2024 2:38 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 273
- Views: 93394
Re: Google Play New problem : 64bits
You can also check the ifdef android code in other places. Try insert a "exit;" as first line in ZBitmap GLESPixelsFromTexture. And also insert "exit;" as first line in ZOpenGL functions: fakePushAttrib and fakePopAttrib. That will make the visuals look terrible but would be good...
- Tue Nov 12, 2024 8:34 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 273
- Views: 93394
Re: Google Play New problem : 64bits
Those logs doesn't look helpful to me.
Do you have threads enabled again now? Or does setting Tasks.Enabled=False help?
Do you have threads enabled again now? Or does setting Tasks.Enabled=False help?
- Mon Nov 11, 2024 3:46 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 273
- Views: 93394
Re: Google Play New problem : 64bits
There really shouldn't be any memory leaks in ZGE. I always enable memory leak reporting when debugging and when I notice leaks I fix them right away. If some leak exist then it would be in some "ifdef android" block because I haven't tested that as much. Although it still wouldn't make se...