![]() ![]() Subject to pay monthly subscription, credit check and eligibility to selected network tariffs for a minimum term of 24-months. Your bill will be adjusted in April by the rate announced in January (Three & Vodafone) and February (O2) that year plus 3.9%. *Each year, your Pay Monthly airtime tariff will be adjusted according to RPI+ (O2) or Consumer Price Index (Three & Vodafone) rate of inflation. Actual battery life may vary depending on network environment, usage patterns and other factors. Rated capacity is 3785mAh for Galaxy S23, 4565mAh for Galaxy S23+ and 4855mAh for Galaxy S23 Ultra. Typical value is the estimated average value considering the deviation in battery capacity among the battery samples tested under IEC 61960 standard. ![]() *Typical value tested under third-party laboratory condition. Please be aware that late or missing repayments may also affect your credit rating, which could make it more difficult or expensive for you to obtain credit in the future. et Cie, S.C.A., 22-24 Boulevard Royal L-2449, Luxembourg. PayPal Credit is a trading name of PayPal (Europe) S.à r.l. ![]() Samsung Electronics (UK) Limited, registered at Samsung House, 2000 Hillswood Drive, Chertsey, Surrey KT16 0RS, United Kingdom, acts as a broker and offers finance from a limited number of providers. So I found another thread about audio problems:Īnd here I see they did it differently because that setting had been deprecated, so I tried it the way they did in the first post there - and it does sound better (less cowbell effect haha), but still not identical to the way it sounds on other devices, but close enough (could be differences between speakers and whatnot at this point) - but now I can probably let it go as long as it doesn't have any unusual effects on other sounds in the game.*Subject to status and credit approval. Tried that, didn't work (guess that code is deprecated and may not properly apply, I'm not sure). Still looking for advice or suggestions about what else to try to eliminate this inconsistent sound problem! I'm gonna test this more to isolate if it has to do with the sound files themselves or just project wide sound. It seems to ONLY be my coin sound files that are having this effect, or at least where this problem becomes very noticeable on that ZTE. I tested playing a song, and could not notice a huge difference with the audio - and I also tested a short test clip of just a man talking into left side and right side, then center. I was a pinball junky at one time and used to work on these.įor the sake of testing I tried converting all the sound effects from WAV format into MP3 - still not playing right on the ZTE. The second is silent which in the real world the machines are not quiet. The coin drops and the sound is made like in real life. This time it sounds like the first phone is correct. It would be interesting to test on a duplicate device if possible. Since the speaker and the ear phones are exhibiting the same distortion then that sounds like a very specific sound or device drive to that manufacturer. I would be very surprised if logcat showed anything. But the headaches were immense to go through all the steps. I repaired a previous Android push for the community here due to bad environment paths. Just pointing some things out here for you and all because it is mysterious and varied failures are keeping devs in their own separate corners of grief when it could be something very simple. Some have tried to reverse versions and that isnt working either. I have an Android crash scenario and there seems to be no answers on how to correct. The failures could a large or small domain of error of some sorts. Seems as though the most newest are causing problems an varying ways. ![]() What Unity, Android studio, gradle and Android OS versions? ![]()
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