Sound problem in windows phone 8 app

I have built my own app for windows 8 phone on unity 3d game engine. The sound format used is MPEG and WAV by default in unity. However when I put this project in to my nokia lumia 920, there is a sound problem in such a manner that the sound is continuously lagging behind the background. Please suggest me what kind of sound format does windows phone 8 support or should I have to compress the formats MPEG and WAV in unity before deploying it in to phone. If yes, then please tell also that what is the way to compress sound formats in unity. I would be a great help for me.

When building for Windows Phone 8 in Visual Studio, change the build to Master configuration instead of Debug / Release and it should play audio nicely.

-Kyle

thanks, it really works.

Yes, it works.

I just deployed my game on WP8. Everything seems fine except for the audio, there is a lot of disruption in the music. So I googled for a solution and found this thread.

But the problem is, even if I switch the solution built by Unity to Release/Master configuration and deploy, the deployed build still seems to be in debug mode (because the FPS and memory counters are still visible on the right edge of the WP screen). Plus the music is still disrupted.

Any hints?

Even in master build, you will see the debug information on the top right when you are debugging the app with Visual Studio. If you disconnect it from visual studio and run it again, you should not see it anymore. As long as you dont see “Development Build” you should be fine.

As for the audio issues still existing, take a look at this other thread, specifically this post:

http://forum.unity3d.com/threads/192099-Audio-(looped-music)-performance-issue-random-skips-stuttering-sound/page2?p=1372742&viewfull=1#post1372742

Basically try reducing the audio bit rate too. They are working on a fix though so hopefully it will be all resolved soon.

Hey guys,

So i recently attended a windows phone porting day, and spoke to both an MS and a Unity Dev who both also suggested switching to Master build.

However when submitting to the store im pretty sure its a requirement that its a release build, anyone have any more info on this?

There’s no requirement for “release” configuration as those are simply names in your solution .sln file - you can name them whatever you like. You should always submit Master build of unity applications to the store.

I think what you are confused about is that actually it doesn’t allow debug configurations through which have debug information in them.