Your comments

Gil,

this is fine for me.

Thanks.
Gianfranco.
Thank you Gil.

I wait hopeful... :)

Gianfranco
Gil,

What I meant in my last message was that the function sayAudio() is working with audios registered from some time, while with audio created "just in time" is not working.
I have not experimented how much time is necessary before sayAudio() is working, but I think that it's too much for my app.

However, reading better, sayAudio function does not work with mobile, so for me it is unusable.

Thanks anyway for your help.

Gianfranco.
Gil,
I have done some tests.

With setstatus() function nothing is working.
With this code:

function vh_sceneLoaded(){
singAsong();
}
function singAsong(){
sayAudio('IT_ThankYou');
sayAudio('IT_Presentation');
sayAudio('EN_Thankyou');
sayAudio('IT_Thankyou');
}
all works fine.

Audios called in this code are audios "fixed" and not created dinamically (note also that audios have different voices - 3 italian and 1 english).
May be some cache problem ?

Gianfranco
Gil,
I have changed code inserting setStatus(0,0,0) but nothing has changed.

My new code:

function vh_sceneLoaded(){
setstatus(0,0,0);
singAsong();
}
...

function singAsong(){
setstatus(0,0,0);

sayAudio('Test_401_Nome');
sayAudio('Test_401_Zodiaco');
sayAudio('Test_401_Responso');
sayAudio('Test_401_Saluto');

}
So also I have tried to generate audios without sceneID parameter, but again it is not working.

If can help : the audios are created dinamically and the voice of audios is not the same of the scene.

I have no idea how to solve this issue: with one big audio I overcome the 900 chars text limit. The only solution that I have found is use sayAudio().
Some ideas ?

Thanks for your help.

Gianfranco.
The code stripped is this:

function vh_sceneLoaded(){
singAsong();
}
function vh_talkStarted(){
}
function vh_talkEnded(){
}
function vh_audioProgress(percentPlayed){
}
function restart() {
window.location.reload(false);
}

function singAsong(){

sayAudio('22201153_395_Nome');
sayAudio('22201154_395_Zodiaco');
sayAudio('22201155_395_Responso');
sayAudio('22201156_395_Saluto');

}

To test my page, this is the address to use:

http://173.248.136.115:35813/request_...&

TIA
Gianfranco
Gil,
let me specify my system.

I have a datasnap/rest server that respond to request from app (on mobile) creating scene calling api mngAddScene and mngEmbedScene.
After that, when requested, the server send an html page with js to play scene previously registered.
If I do this directly from pc browser all goes fine.
You can try it with this
http://173.248.136.115:35813/datasnap...&
and after same secs you get the {"result":[{"GeneraScene":"OK"}]}.

The scenes are made, so you can call
http://173.248.136.115:35813/request_...&
and you get "thank_you" scene that plays fine (allways, on pc browser and android).
In web page, under the scene, there are 3 links to scenes generated on-fly: these play fine on pc browser,
while on android (I use BlueStacks to simulate an android mobile) you should get message "The requested URL vhss/ccs2/vhss/user/614/2465549/video/video_xxxx.mp4 was not found on this server"

Note that scenes generated will be deleted after 25 min.

Thank you.
Gianfranco
Hi Gil,
I resume this thread because now I have some trouble.

I create my scene calling api mngAddScene and mngEmbedScene. All is working fine.
With web browser (Chrome) I see scenes correctly.

Now I have an app Android and with simulator (BlueStacks) on W7 I run the app.
At end of game the app open browser to show html page. Again this is working fine and a presentation scene (fixed and not created at moment) is playing correcty.

Finally, in html page there are some links to other scene. If I call the link I get page of scene (es. http://content.oddcast.com/vhss/ccs2/....
So appear the message : "The requested URL vhss/ccs2/vhss/user/614/2465549/video/video_2260046.mp4 was not found on this server"

Sorry for my bad english, I hope I was clear.
Where I am wrong ?
Can you help me ?

Thanks.
Gianfranco
Hi, Gil

Sorry for erroneus information.
Copying a scene using mngAddScene is working correctly.

Was our mistake.
Thank you.

Gianfranco.
Hi Gil,

Also if I copy a scene using mngAddScene, if I repete the creation, I retrieve the old audio.
So I hope you can resolve and...ok...I am waiting for this update.

Thank you.
Gianfranco.