Anyone who's published apps on Android and iOS

1,512 Views | 18 Replies | Last: 21 days ago by All I do is Nguyen
All I do is Nguyen
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I'm currently developing a white noise, Sleep Sounds app because my wife was looking for a very particular sound that none of the apps that I saw on the marketplace had. So, necessity being the mother of invention, I got to work. Been coding this in JavaScript, I'm gonna use native react to publish the app on both android and iOS.

My question is have y'all had any experiences with bugs that you didn't see in testing all of a sudden show up when you go live? And how did you fix them?

This is my first app I've ever developed in published, although it's not published yet, so any advice or tips is greatly appreciated
No matter what!
Epstein didn't do, you know, the thing...
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heddleston
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AG
i now jack squat about this but i love me some white noise, brown boise pink noise, whatever i can get my hands on to flood out my tinnitus noise, so im excited and rooting foryou.
EMY92
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AG
Do you have any tracking in the app like Firebase? This can help troubleshoot the cause of the issue. It can also help determine if it's related to a specific phone or manufacturer - you'll see this on Android.



All I do is Nguyen
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I'm Not familiar with firebase and I don't have any tracking in the app yet
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Epstein didn't do, you know, the thing...
I'm the rare Astros/Cowboys/Spurs fan. We do exist
EMY92
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AG
You can use Firebase for free. Look into it. Even with it, it doesn't mean that you won't be guessing on the cause at times, but it will help.
All I do is Nguyen
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Just got Firebase setup and added to my code. Thanks for the recommendation!
No matter what!
Epstein didn't do, you know, the thing...
I'm the rare Astros/Cowboys/Spurs fan. We do exist
80085
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AG
android to android was more problematic for me ~10 years ago when I last published something. One brand, I think HTC, did int parsing different and never worked reliably
All I do is Nguyen
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Right now I'm having issues getting the aab file under 200MB and getting my API keys to use inside my code. I'm still using test keys and it's crashing my app on my android test device
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Epstein didn't do, you know, the thing...
I'm the rare Astros/Cowboys/Spurs fan. We do exist
All I do is Nguyen
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APIs added and app loaded on my iPhone!

Now I need to find testers for Android for 14 days. Thanks google….
No matter what!
Epstein didn't do, you know, the thing...
I'm the rare Astros/Cowboys/Spurs fan. We do exist
Rule Number 32
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AG
I love white noise apps and use them a lot when I travel as hotel rooms are too quiet for me to sleep. I have a galaxy s26 ultra and would be willing to test if you just need random people.
All I do is Nguyen
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Rule Number 32 said:

I love white noise apps and use them a lot when I travel as hotel rooms are too quiet for me to sleep. I have a galaxy s26 ultra and would be willing to test if you just need random people.
Definitely. I'm just trying to get it to run on MY test device right now. Problem is after the splash screen loads it just goes white but in my iPhone it works fine minus testing the premium purchase which isn't working
No matter what!
Epstein didn't do, you know, the thing...
I'm the rare Astros/Cowboys/Spurs fan. We do exist
rynning
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All I do is Nguyen said:

I'm currently developing a white noise, Sleep Sounds app because my wife was looking for a very particular sound that none of the apps that I saw on the marketplace had. So, necessity being the mother of invention, I got to work. Been coding this in JavaScript, I'm gonna use native react to publish the app on both android and iOS.

My question is have y'all had any experiences with bugs that you didn't see in testing all of a sudden show up when you go live? And how did you fix them?

This is my first app I've ever developed in published, although it's not published yet, so any advice or tips is greatly appreciated
Use the Apple TestFlight app where you can release the production app to specific users, then test like crazy to squash any issues (and get feedback) before publishing to the App Store.
All I do is Nguyen
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Been doing that on my phone! My android model is ready for tester but the iOS one is being a pain because of the way Apple has their built in audio player working. I have seamless audio files in m4a format, Apple preferred one, but every single time the audio loops there's a slight stop in sound. It's stupidly annoying
No matter what!
Epstein didn't do, you know, the thing...
I'm the rare Astros/Cowboys/Spurs fan. We do exist
rynning
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AG
Quickest fix: Convert your M4A files to uncompressed .caf (Core Audio Format). This is Apple's own preferred format for sound effects and loops precisely because it loops perfectly with AVAudioPlayer. File size will be larger, but for loops it's usually fineand you can keep using M4A on Android (different assets per platform).

At least that's what Grok says…
All I do is Nguyen
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I considered that but I don't wanna maintain two different builds lol I'm trying to do it easy way in react native with eas
No matter what!
Epstein didn't do, you know, the thing...
I'm the rare Astros/Cowboys/Spurs fan. We do exist
rynning
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AG
If you really want to keep M4A (compressed)
You have a couple of options, but they're more work:

1. Dual AVAudioPlayer trick (most common workaround)Load two identical players. Play one; when it finishes, instantly swap to the other (they stay pre-loaded so there's no decoder restart). This eliminates the gap for most people.

2. Upgrade to AVAudioEngine (more modern, future-proof)Load your audio as a buffer and use AVAudioPlayerNode + scheduling. It gives sample-accurate looping with no gaps even on compressed files, but it's more code. Apple now recommends this for anything beyond simple playback.

3. Make a super-long pre-looped M4AConcatenate your loop 1020 times into one giant file in your audio editor, then just loop that once. The gap only happens after many minutes, so it's unnoticeable.

The .caf + prepareToPlay() route is the cleanest and what most game/ambient apps use. It'll make your iOS version match Android's seamless behavior.
All I do is Nguyen
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rynning said:



2. Upgrade to AVAudioEngine (more modern, future-proof)Load your audio as a buffer and use AVAudioPlayerNode + scheduling. It gives sample-accurate looping with no gaps even on compressed files, but it's more code. Apple now recommends this for anything beyond simple playback.

This is what I'm considering next. I tried the dual player you mentioned with a crossfade and kept getting stuck sessions where the player would fade once but then a noticeable gap would appear and the audio would just stop responding after I stopped it, wouldn't resume unless I rebooted my phone

I'm going to build a naive module path and try tha next.
No matter what!
Epstein didn't do, you know, the thing...
I'm the rare Astros/Cowboys/Spurs fan. We do exist
Pman17
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AG
All I do is Nguyen
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So yup, definitely going to have to learn swift an make the module, ugh. Oh well time to add yet another language to my arsenal
No matter what!
Epstein didn't do, you know, the thing...
I'm the rare Astros/Cowboys/Spurs fan. We do exist
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