We submitted a playable for ironsource and it got rejected. Below is the video of the problem
How to solve this problem? The critical bug says “Any device, any OS version: Creative is playing sound even though the player is in a muted state.”
We submitted a playable for ironsource and it got rejected. Below is the video of the problem
How to solve this problem? The critical bug says “Any device, any OS version: Creative is playing sound even though the player is in a muted state.”
We are currently dealing with this directly with IS, because we cannot identify the problem. Playables work in ironsource preview mode, but manual QA is rejecting them, while IS is not enclosing with us how they replicate this issue.
If possible, ask them in support ticket, how exactly are their manual testers triggering this issue, since in their own validator this issue is not present.
We have raised this issue with IronSource team. Waiting for their reply.this is what they have suggested Please make sure you have added an “audioVolumeChange” listener. For fix,
**read more on MRAID specificationshttps://www.iab.com/wp-content/uploads/2017/07/MRAID_3.0_FINAL.pdf under section 7.6.
Hey guys, our playables are made according to the documentation. The event they are reffering to is already implemented so again, this seems like IS testing problem - they dont want to communicate with us and are refusinmg to tell us how they are doing the manual test.
mraid.addEventListener(“audioVolumeChange”, (volume) => {
** console.log("MRAID audioVolumeChange: " + volume);**
** this.globalVolume = volume / 100;**
** if (this.onAudioVolumeChanged) {**
** this.onAudioVolumeChanged();**
** }**
** });**
IronSource is doing manual QA testing in a way that is unclear, since again, their own validator is passing all our playables.
Another proof for IS support, since Unity uses same MRAID v3 as Ironsource and have a testing tool that is logging events, you can cleary see the event is in your playable and is working properly
MRAID audioVolumeChange is called by our event
resetAudioVolume is internal code for volume
Thank you for your prompt response IS is looking into the matter with their inhouse developers lets see what they have to say.
Hello, Did you get any feedbacks on this ? I have the same exact problem, spesifically (like the video you shared) Testers starts game with audio volume button off. I believe since there is no events triggered (game has started on muted state) game remains unmuted. I do not know how can we check if game is started muted or unmuted.
Hello, all playables are starting muted, that is how the ad networks request it. Sounds can start being played only after first interaction. You can test this in any playable test tool (when uploading to unity, facebook, google, ironsource, mintergal etc you would see the exact behavior).
If you have any more information we can take a look more specifically on your case:)
Hello Ondrej, Thanks for your reply!
I know that playables have to be muted until first interaction, however, they do not send audioVolumeChange event after our first interaction, right ? In that case, if game is started “muted” by audio button, audio should not start even after first interaction. However, i could not find a a way to check the state of that button on game initialization.
Actually they do, you can test it in our free MRAID validator here: Playable Maker Tools - Free tools for your playable ads.
You can use the MUTE button and volume button that simulates these situations, for example when MUTE button is pushed it is sending value 0 and this is exactly what happens when the hardware mute on apple is “off”