Defold 1.2.162 has been released

This means we no longer have to select yes with the “attribution from ads” option when submitting iOS apps and can say the unique id is no longer used? IDFA not required if we do not use the adinfo extension?

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Exciting! Waiting for the docs update :face_with_monocle:

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Updated! You can check.

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Yes, that is correct.

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I don’t see anything about sound speed/“pitch” in the docs. How is it used?

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Huh, that’s weird.
Or perhaps not so weird since we did 3 changes to that same function :slight_smile:

The “speed” parameter is passed into the properties table, just like “pan”.
The default value is 1.0 (original speed). 2.0 means double the speed. 0.5 means half the speed.

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just tested, it works. me happy :hamster:

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Awesome, that’s exactly what I expected, it works great!

Yeah, I don’t see “speed” in the doc page, just “delay”, “gain”, and “pan”.

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irrelevant question; Is it possible to use mbed TLS from native extensions by including headers or adding a flag (or it will be someday)?

It would be super cool if someday we can access to compiled mbed TLS from native extensions. Compiling Openssl for every platform for every native extension is a painful process.

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Just to confirm, all issues are gone!

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Confirming the issues with tilemap and Playfab handshake are gone now! Great work guys, thank you very much! I’ve recently noted in some post that unlike Unity’s, Defold support and maintenence is great - this is a life proof of that :wink:

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It might be.
Can I ask what you use it for in particular?

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For custom websocket client.
Also luasec uses openssl

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Changing sound speed and the completion callback are really great improvements! I think if we could also get:

  • Set speed of an actively playing sound - for engine throttle type sounds.
  • Pause and resume a sound.

Then “vanilla” Defold would be just fine for most 2D projects, and we’d only need native extensions for positional sound, effects, and other advanced features.

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Good point. We’ve discussed this in the past. @Mathias_Westerdahl?

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Yep, those two, and maybe even a sound cursor that could be animated and manipulated while a sound is playing. I think we have these in the backlog as well but for now we don’t have any plans for additional changes. We have however been discussing ways to involve you guys in certain feature development, even for stuff that is internal to the engine.

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Any updates about Spine?

What do you mean specifically?

This is unfortunately missing from the docs. Speed is a number where 1.0 is normal speed, 0.5 is half speed and 2.0 is double speed. The final speed of the sound will be a multiplication of the speed value when calling sound.play() and the sound component speed value.

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