My point is until Google, Android, Apple and Microsoft and on and on get it together (it's Googles bad on this.) Edge or Firefox or any one of the hundreds of search engine and browsers come to an agreement in their settings if I want to hear the sound. Many good choices in the mean time if you need sound? Windows PC sync-ing with Android phones was unheard of. It will only recognize Google Chrome from the official Google release channel. As such Test Studio won't recognize it as being installed. They are still speaking different languages but getting better trying to make every device you may own work seamlessly together. Chrome Canary release is on the Alpha test channel from Google. My point is all these unnecessary things all connected into one Google account you can expect a little glitch now and then. It's strange but I recently added a HP Chromebook x360 (over priced) to my personal network that sync's my devices: Android Chrome OS and Google and Windows PC and Toshiba Laptop and a Samsung Tab 3 8in 2 smart phones and don't forget the smart TVs' and there connection to “Nest Mini” you got for free from ahhhhh oh Google. There are logistical challenges that make creating/ deploying Linux. The reason for that is explained here: Thanks for your interesting in testing out the latest and greatest builds of Chrome. The only release channels available for Linux are: Stable, Beta and Dev. I have the same problem with Googles’ Chrome sound issue or lack thereof. As stated in the site you linked, Canary builds are not available for Linux. and i know i got it because the sound, that hadn’t been playing before, suddenly started playing fine the moment the audio for output was shifted to my default speakers.Īgain, i stress, this is what worked for me. Chrome appears and disappears in this list when it’s open and when sound is playing, so if it’s not there, go to a page you know will have sound (system sounds should be there for reference) then app vol + device pref, and switch the Output selection to whatever screen or audio device for whichever screen/speakers you want the sound to come from, and that SHOULD fix it. didn’t know this was the problem until now.Īpp volume and device preferences, then look through the apps that actively use sound (system sounds should be there for reference). this has been going on since february… when i moved and broke the adaptor to my old tv as a secondary screen. i’ve tried everything from clearing cookies caches, updating drivers, looking through chrome settings and a bunch of other junk that DID NOT WORK. only when i went from one tab to another with sound, or loaded a page with sound that the browder didn’t open on, or went to another page, then the sound would not play anymore, and i didn’t understand the problem. All other sound worked fine in all other browsers and the computer itself. My problem was that, if i opened chrome on a page with sound, it would play fine, but if i went to another page or reloaded that page, the sound would stop playing. go to “App volume and device preferences” and make sure all of your chrome is set to screen you want, and not trying to play out of a device that is no longer hooked up to the computer slash shifted back to default with the last update. So now we are faced with the prospect of either waiting for Google to catch up with Firefox and Safari, or hacking up a method do download resources dynamically at runtime, or devising a way of storing assets in a local cache and accessing them from there when needed (if that is even possible).Īny thoughts on how to proceed (or insights from others in the same boat) would be greatly appreciated.If you had a secondary or tertiary computer screen that played audio, and you made it so that sound comes through that screen, then you either do not have that screen anymore or something shifted around in the updates. This occurs on machines with 8 or 16GB of memory (both OSX and Windows) so we assume it is not a hardware limitation.īy stripping assets from our application or reducing their size we are able to reduce memory consumption and get the game to load under Chrome, but without those resources its not much of a game! We've been testing with Canary since then but still hit the "Aw, Snap!" error just as the Unity progress bar hits 100%.Īctivity monitor shows memory consumption reaching as high as 4.5GB(!) before loading fails. 93 release of Chrome, while Firefox and Safari continue to run the application without fail. Our WebGL app has been crashing on startup since the.
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