Alright, so I made some modifications to the start-up mechanism. Theoretically, this *should* work. I can't get my Ubuntu distro to download files from the internet (Minecraft jars and natives), so I don't know. It works on my Windows 7 computer.
Put this jar file in the same folder as the normal 'startSimulator.jar' file (make sure it's from AJSim v1.7+). When you run it, it will pop up a message telling you what path it's trying to find libraries at. This path should end in the 'mcGoesHere/bin/natives/' folder in the Simulator's main directory. If it doesn't, tell me where it goes instead. (Don't worry if it says something like '*otherdirectories*/./mcGoesHere/bin/natives/'. That's perfectly acceptable.)
Hopefully, if the paths are correct, it should start the simulator fine. If not, I still have work to do. I appreciate your cooperation! It makes my job much easier. :smile.gif:
EDIT:: So, as of the first run of tests, running the JAR file via the file explorer in Ubuntu does not work. It redirects the current directory to your home folder. However, if you run it from the terminal via 'java -jar testSimulator.jar', it works perfectly. (Ignore the error messages about array indices out of bounds; that's part of block detection and there's nothing wrong with it.) I haven't found any Mac users to test yet.
Just put it in the same folder, along with the mcGoesHere and startSimulator.jar are?
Did that, ran the testSimulator.jar, still got the gray screen.
Yes, that's exactly what you do. And argh, I know. I finally got Ubuntu working, and after jumping through all the hoops to get Java installed (apparently it doesn't come with Java; you have to go get it yourself), I found that it likes to assume that the base directory is '/home/ubuntu/' if I double-click on it in the file explorer. If I run it from the terminal, it appears to get the base directory correct. That's at least a little bit helpful. I still need to actually get Minecraft running on this temporary to test if it finds the libraries alright when I run it from the terminal. While I'm doing so, see what you can accomplish on your side by running it via the terminal (type 'java -jar testSimulator.jar').
EDIT:: So I finally got the Minecraft jar files assembled in a unique location. Running from terminal (unmodded minecraft.jar), it works perfectly. I have yet to test it with the modded jar.
What the hell. It works fine running through the terminal.
I know, right? There's something about the file explorer (whatever it's called) not setting the current directory correctly. I don't know how to configure that, I don't use Ubuntu often. You may want to look up whether it's possible to change that 'feature'. Or you can just move everything to your home folder. That'll work, too. :tongue.gif:
On a more serious note, though, if Ubuntu doesn't let you change that, I don't know if it's possible to run it from the file explorer. You may need to run from terminal every time, or download a different file explorer (i.e. Nautilus (Disclaimer: I have no experience in Linux GUIs, I've always worked with the terminal)).
I'm about to look into the possibility of writing a small script to start the simulator to see if that works. If it does, problem solved. If it doesn't, I'm going to have to figure something else out.
EDIT:: Success! Shell scripts work perfectly from the file explorer! Just type up a script with the following text, make it executable, and run! (I use 'chmod a+x insertfilenamehere' to make it executable.)
#!/bin/bash
java -jar testSimulator.jar
#Or, alternatively,
#java -jar startSimulator.jar
#when the changes in testSimulator are applied to startSimulator.
I still need some Mac testers! There's no way for me to test Mac functionality; I don't have a Mac, and the OS isn't demo-able like Linux last time I checked.
Alright, so I remembered this nifty trick Java has. It's called 'getResource', and it gets things at your current location, no matter how the JAR file is invoked. Using that, I was able to fix the entire problem without any extra scripts. Redownload and replace 'startSimulator.jar' and you're good to go! :biggrin.gif:
Rollback Post to RevisionRollBack
AJ's Thread O' Links! -- A thread of links to my projects, other supported projects, approved ideas, etc.
Redownloaded, replaced the jar, still got the grey screen.
No way! I tested it on my Ubuntu distro and it worked fine! Maybe it didn't get inserted into the ZIP file correctly. I've rebuilt the 'testSimulator.jar' file with a popup to tell you what the path is. Could you redownload it and try again, through the file manager and the terminal, and tell me what it says? In the meantime, I'll be looking for an alternate way to build the path in case my current method truly is faulty.
Rollback Post to RevisionRollBack
AJ's Thread O' Links! -- A thread of links to my projects, other supported projects, approved ideas, etc.
Alright, so after extensive re-testing, I sourced the problem to the fact that the 'getResource' method URL-encoded the path. This means spaces were converted to '%20', and other changes were made that made the path incompatible with the OS pathing. After changing the code to URL-decode the path, it works fine, even in directories with spaces.
The new, hopefully working JAR has been reinserted into the latest simulator package. If you have problems, don't hesitate to tell me. Run it from the console/terminal, though, and tell me the output before the error; specifically the line that says 'Libraries at insert path here'. Thank you!
Rollback Post to RevisionRollBack
AJ's Thread O' Links! -- A thread of links to my projects, other supported projects, approved ideas, etc.
Sorry, mods, for the triple post! I'm cringing as I type this. No one else is posting, and I have to make sure people know the simulator's been updated!
Alright guys! v1.9 is officially released! More customizable! You can teleport! The new launcher is included! Most importantly, I did a major overhaul on the Load Schematic interface! It's much prettier now, and it supports double-click selection! It's so much easier to use than the last one. Check it out!
Coming up next are selection tools, such as select, fill, replace, and cut/copy/paste. I need your feedback on how the controls should be laid out! You're the users; you're the ones who have to deal with it. I want to get this right the first time around! I appreciate any input!
Rollback Post to RevisionRollBack
AJ's Thread O' Links! -- A thread of links to my projects, other supported projects, approved ideas, etc.
Great, But would be nice if could not fly, it is a little annoying and can't test piston traps because you have inf health. That is all :biggrin.gif: Edit also sound does not work on mac.
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
2011-07-16 11:13:46.646 java[28989:12f0f] Error loading /Library/Audio/Plug-Ins/HAL/DVCPROHDAudio.plugin/Contents/MacOS/DVCPROHDAudio: dlopen(/Library/Audio/Plug-Ins/HAL/DVCPROHDAudio.plugin/Contents/MacOS/DVCPROHDAudio, 262): no suitable image found. Did find:
/Library/Audio/Plug-Ins/HAL/DVCPROHDAudio.plugin/Contents/MacOS/DVCPROHDAudio: no matching architecture in universal wrapper
2011-07-16 11:13:46.648 java[28989:12f0f] Cannot find function pointer NewPlugIn for factory C5A4CE5B-0BB8-11D8-9D75-0003939615B6 in CFBundle/CFPlugIn 0x1024782c0 </Library/Audio/Plug-Ins/HAL/DVCPROHDAudio.plugin> (bundle, not loaded)
OpenAL initialized.
Exception in thread "Thread-6" java.lang.OutOfMemoryError: Direct buffer memory
at java.nio.Bits.reserveMemory(Bits.java:633)
at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:98)
at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at paulscode.sound.libraries.ChannelLWJGLOpenAL.<init>(SourceFile:245)
at paulscode.sound.libraries.LibraryLWJGLOpenAL.createChannel(SourceFile:299)
at paulscode.sound.Library.init(SourceFile:253)
at paulscode.sound.libraries.LibraryLWJGLOpenAL.init(SourceFile:217)
at paulscode.sound.SoundSystem.CommandNewLibrary(SourceFile:1489)
at paulscode.sound.SoundSystem.CommandQueue(SourceFile:2362)
at paulscode.sound.CommandThread.run(SourceFile:121)
ERROR MESSAGE:
SoundSystem did not load after 30 seconds.
Starting up SoundSystem...
Switching to No Sound
(Silent Mode)
[AJHelper] Configuration file found at location [/Users/yukonvinecki/AJconfig.cfg]! Parsing...
[AJHelper] Error when attempting to map out subtypes. ROUND[1] BLOCK[44,4] Error report follows.
java.lang.ArrayIndexOutOfBoundsException: 4
at en.a(SourceFile:29)
at iz.l(SourceFile:226)
at AJHelper.<clinit>(AJHelper.java:586)
at net.minecraft.client.Minecraft.k(Minecraft.java:968)
at net.minecraft.client.Minecraft.run(Minecraft.java:480)
at java.lang.Thread.run(Thread.java:680)
[AJHelper] Error when attempting to map out subtypes. ROUND[1] BLOCK[44,5] Error report follows.
java.lang.ArrayIndexOutOfBoundsException: 5
at en.a(SourceFile:29)
at iz.l(SourceFile:226)
at AJHelper.<clinit>(AJHelper.java:586)
at net.minecraft.client.Minecraft.k(Minecraft.java:968)
at net.minecraft.client.Minecraft.run(Minecraft.java:480)
at java.lang.Thread.run(Thread.java:680)
[AJHelper] Error when attempting to map out subtypes. ROUND[1] BLOCK[44,6] Error report follows.
java.lang.ArrayIndexOutOfBoundsException: 6
at en.a(SourceFile:29)
at iz.l(SourceFile:226)
at AJHelper.<clinit>(AJHelper.java:586)
at net.minecraft.client.Minecraft.k(Minecraft.java:968)
at net.minecraft.client.Minecraft.run(Minecraft.java:480)
at java.lang.Thread.run(Thread.java:680)
[AJHelper] Met with three errors on BLOCK[44]; assuming no more subtypes.
You could use the layout of the MCEdit controls, many people are already used to this.
I'd like to have a function which only replaces a specific block type within a selection. So I could for example replace the walls of a stone construction by glass to make a screenshot of the interior.
Isn't that what replace does? Anyway, I thought about using a similar layout to MCEdit, but the problem is that the item bar is already almost completely full. I'm starting to think along the lines of one item to select and a few commands to do different things with the selection. I'll elaborate further when I get a better idea of what I'd like to see.
I love this tool, a giant leap in evolution of redstone simulators :smile.gif:
I would like to mention 1 irritating bug, sounds loop for 10 to 20 seconds,
when placing or destroying any block.
It also sounds like sounds are being played multiple times at once.
Edit: Sorry, forgot something.
When saving a schematic, the save fails if you don't type in the full filename (i.e. including the .schematic part , too)
it should append the file type to the filename, if its not entered, like the average windows app does.
I love this tool, a giant leap in evolution of redstone simulators :smile.gif:
I would like to mention 1 irritating bug, sounds loop for 10 to 20 seconds,
when placing or destroying any block.
It also sounds like sounds are being played multiple times at once.
Edit: Sorry, forgot something.
When saving a schematic, the save fails if you don't type in the full filename (i.e. including the .schematic part , too)
it should append the file type to the filename, if its not entered, like the average windows app does.
I appreciate your enthusiasm! That first bug is interesting; I don't think it happens on my computer. What OS are you running? Does this happen when you play Minecraft on that system?
The second bug is something I can work on. I'll have it fixed by the next release. Thank you!
Rollback Post to RevisionRollBack
AJ's Thread O' Links! -- A thread of links to my projects, other supported projects, approved ideas, etc.
I am really liking this tool, Didn't really have a clue about redstone and a world full of blocks is very distracting when I'm trying to concentrate, I managed to make a couple of piston powered doors quite quickly, whereas in the main world I would have found it difficult to try doing it with little prior knowledge about redstone.
One thing that getting on my nerves a bit is the fact that I can't activate pressure plates, I manages to break a TNT block onto a wooden plate after about 10 block breaks but that's not really an efficient way of testing them.
I don't know if it's a bug or what but if it isn't would it be possible to code a command\s to turn off flying\noclip so that we can run around and test the mechanics properly now and then.
Thank you, too! The activation of pressure plates may be a bug due to the way I implement flying/no-clip. In the next release there will definitely be a command to turn off flying/no-clip. For the moment, I believe sneaking turns off no-clip. You might try using that to test your pressure plates.
On another note, testing is going well. The set-up I have going for selection and selection tools is as follows:
One tool, the selector. With it, you can work with your selections. Right-clicking a block sets a selection corner on it, left-clicking deselects. Selecting two blocks sets the selection to the range of blocks between them. From there, commands take over. Note that your changes to the location of selections are temporary until they are finalized, either by you implicitly or by other commands.
With the tool out, using the 'nudge' command allows you to either nudge the selection bounds or nudge the selection itself, with everything in it. Using this command puts you in nudge mode, where your normal movement keys instead nudge the selection or its bounds. Holding the Ctrl key overrides this, allowing you to move around and get a better view of things. Note that changing tools, successfully issuing another selection command (such as copy/cut/paste), or left/right-clicking will finalize any changes you've made; if you've nudged your selection over another part of your circuit, that part of your circuit will be replaced with your selection.
With the tool out, using the 'move' command is similar to moving the nudge command, only instead of using your movement keys to control the new location of the selection (bounds), you use your mouse to point at its new location. You right-click to set the selection at the new location. Note that right-clicking does not finalize the selection in its new location. This is called move mode. Note that if you change tools, successfully issue another selection command (such as copy/cut/paste), or left-click, your selection will be finalized in its currently set position. This is the last place you right-clicked, or the place the selection was picked up from if you haven't right-clicked.
With the tool out, using the 'copy' command copies the current selection to the clipboard, where it can be pasted out in another location. The selection remains untouched. The 'cut' command is similar to the copy command, but removes the selection from the schematic.
With the tool out, using the 'paste' command copies the blocks from the clipboard into a new selection and puts you in move mode. Note that leaving move mode early by the methods mentioned earlier will finalize your selection in its current location; if you haven't right-clicked since using the paste command, however, your selection is not placed anywhere and is instead removed.
With the tool out, using the 'finalize' command finalizes your selection in its current location. This is only useful in move mode and nudge mode.
I have not yet decided on the implementation of the fill and replace functions. Also note that the places where finalization occurs are not set in stone either, and I am still working that out. If you have any comments/complaints/suggestions, feel free to reply!
(Just an extra note: I don't think that implementing an MCEdit-style editing system will work. It requires full use of the item bar as well as many menus that need your mouse to control. It's just not feasible in this situation. I will try my best to keep things as simple as possible, though!)
EDIT:: I've been thinking about it for a little while, and I've decided: what if you just used Ctrl+movement to nudge, rather than have a separate command for it? I'd have to figure out how to allow you to nudge only one boundary, though... What do you guys think? Let me know!
There may be a way to simplify 'move' as well. I'm not seeing it though. If anyone has a suggestion, let me know!
I have an idea, instead of using that 3-item scrolling thingie (For slot 1 it's quite annoying frankly :tongue.gif: ) when you press E for instance, you get an inventory sort of like TooManyItems to put in that slot, but only the items that are eligible in the slot.
Do you understand what I mean? So if you are at the Jack'o'lantern thingie at the bottom and want to get stone at the top, you don't need to scroll through all the blocks, just press E select the block, done.
I appreciate your enthusiasm! That first bug is interesting; I don't think it happens on my computer. What OS are you running? Does this happen when you play Minecraft on that system?
The second bug is something I can work on. I'll have it fixed by the next release. Thank you!
I need to correct the bug report on the filename, the save doesn't fail, it's just that the app, will save without a file type if none is specified, and will not display
files that don't end in .schematic.
Manually fixing the file name allows the app to display/load the file.
I'm using XP SP3 .
When I play MC, there is "some" random noise from my speakers, but it's not noticeable unless the volume is turned waaaaay up.
With your editor, if sounds are set to 0 (zero) there is LOUD random noise (i.e. it goes from hissing and/or buzzing to louder squealing)
emitted from my speakers.
If i turn the sound up then sound files are played multiple times which each sound generating action.
The sounds will repeat either a few times or for 15 to 20 seconds.
If I break 3 or 4 blocks, i could end up with a dozen or more sound effects effects all stuttering, looping, repeating (not in sync with each other) for long periods.
Very annoying!
But I still love the app, just have to turn my volume down when using it.
Alright, so I made some modifications to the start-up mechanism. Theoretically, this *should* work. I can't get my Ubuntu distro to download files from the internet (Minecraft jars and natives), so I don't know. It works on my Windows 7 computer.
Put this jar file in the same folder as the normal 'startSimulator.jar' file (make sure it's from AJSim v1.7+). When you run it, it will pop up a message telling you what path it's trying to find libraries at. This path should end in the 'mcGoesHere/bin/natives/' folder in the Simulator's main directory. If it doesn't, tell me where it goes instead. (Don't worry if it says something like '*otherdirectories*/./mcGoesHere/bin/natives/'. That's perfectly acceptable.)
Hopefully, if the paths are correct, it should start the simulator fine. If not, I still have work to do. I appreciate your cooperation! It makes my job much easier. :smile.gif:
EDIT:: So, as of the first run of tests, running the JAR file via the file explorer in Ubuntu does not work. It redirects the current directory to your home folder. However, if you run it from the terminal via 'java -jar testSimulator.jar', it works perfectly. (Ignore the error messages about array indices out of bounds; that's part of block detection and there's nothing wrong with it.) I haven't found any Mac users to test yet.
Did that, ran the testSimulator.jar, still got the gray screen.
Yes, that's exactly what you do. And argh, I know. I finally got Ubuntu working, and after jumping through all the hoops to get Java installed (apparently it doesn't come with Java; you have to go get it yourself), I found that it likes to assume that the base directory is '/home/ubuntu/' if I double-click on it in the file explorer. If I run it from the terminal, it appears to get the base directory correct. That's at least a little bit helpful. I still need to actually get Minecraft running on this temporary to test if it finds the libraries alright when I run it from the terminal. While I'm doing so, see what you can accomplish on your side by running it via the terminal (type 'java -jar testSimulator.jar').
EDIT:: So I finally got the Minecraft jar files assembled in a unique location. Running from terminal (unmodded minecraft.jar), it works perfectly. I have yet to test it with the modded jar.
You're probably paused. Press 'p'.
I know, right? There's something about the file explorer (whatever it's called) not setting the current directory correctly. I don't know how to configure that, I don't use Ubuntu often. You may want to look up whether it's possible to change that 'feature'. Or you can just move everything to your home folder. That'll work, too. :tongue.gif:
On a more serious note, though, if Ubuntu doesn't let you change that, I don't know if it's possible to run it from the file explorer. You may need to run from terminal every time, or download a different file explorer (i.e. Nautilus (Disclaimer: I have no experience in Linux GUIs, I've always worked with the terminal)).
I'm about to look into the possibility of writing a small script to start the simulator to see if that works. If it does, problem solved. If it doesn't, I'm going to have to figure something else out.
EDIT:: Success! Shell scripts work perfectly from the file explorer! Just type up a script with the following text, make it executable, and run! (I use 'chmod a+x insertfilenamehere' to make it executable.)
I still need some Mac testers! There's no way for me to test Mac functionality; I don't have a Mac, and the OS isn't demo-able like Linux last time I checked.
No way! I tested it on my Ubuntu distro and it worked fine! Maybe it didn't get inserted into the ZIP file correctly. I've rebuilt the 'testSimulator.jar' file with a popup to tell you what the path is. Could you redownload it and try again, through the file manager and the terminal, and tell me what it says? In the meantime, I'll be looking for an alternate way to build the path in case my current method truly is faulty.
The new, hopefully working JAR has been reinserted into the latest simulator package. If you have problems, don't hesitate to tell me. Run it from the console/terminal, though, and tell me the output before the error; specifically the line that says 'Libraries at insert path here'. Thank you!
Alright guys! v1.9 is officially released! More customizable! You can teleport! The new launcher is included! Most importantly, I did a major overhaul on the Load Schematic interface! It's much prettier now, and it supports double-click selection! It's so much easier to use than the last one. Check it out!
Coming up next are selection tools, such as select, fill, replace, and cut/copy/paste. I need your feedback on how the controls should be laid out! You're the users; you're the ones who have to deal with it. I want to get this right the first time around! I appreciate any input!
I know you're busy and all but I was wondering if there was any chance that you could help me with a redstone mod I am trying to make? Here's the link to the forum (or what I have so far - really only 5 posts :sad.gif: ) : http://www.minecraftforum.net/topic/489524-redtsone-logic-gates/page__p__6491181__fromsearch__1#entry6491181
Let me know if you could at least give me some advice on how to do this or if you would like to help, etc...
Thanks!
vsams14
Who wants to make 60 dollars? Cash.
Isn't that what replace does? Anyway, I thought about using a similar layout to MCEdit, but the problem is that the item bar is already almost completely full. I'm starting to think along the lines of one item to select and a few commands to do different things with the selection. I'll elaborate further when I get a better idea of what I'd like to see.
I took a look at your thread. I left a reply.
I would like to mention 1 irritating bug, sounds loop for 10 to 20 seconds,
when placing or destroying any block.
It also sounds like sounds are being played multiple times at once.
Edit: Sorry, forgot something.
When saving a schematic, the save fails if you don't type in the full filename (i.e. including the .schematic part , too)
it should append the file type to the filename, if its not entered, like the average windows app does.
I appreciate your enthusiasm! That first bug is interesting; I don't think it happens on my computer. What OS are you running? Does this happen when you play Minecraft on that system?
The second bug is something I can work on. I'll have it fixed by the next release. Thank you!
Thanks!
Thank you, too! The activation of pressure plates may be a bug due to the way I implement flying/no-clip. In the next release there will definitely be a command to turn off flying/no-clip. For the moment, I believe sneaking turns off no-clip. You might try using that to test your pressure plates.
On another note, testing is going well. The set-up I have going for selection and selection tools is as follows:
One tool, the selector. With it, you can work with your selections. Right-clicking a block sets a selection corner on it, left-clicking deselects. Selecting two blocks sets the selection to the range of blocks between them. From there, commands take over. Note that your changes to the location of selections are temporary until they are finalized, either by you implicitly or by other commands.
With the tool out, using the 'nudge' command allows you to either nudge the selection bounds or nudge the selection itself, with everything in it. Using this command puts you in nudge mode, where your normal movement keys instead nudge the selection or its bounds. Holding the Ctrl key overrides this, allowing you to move around and get a better view of things. Note that changing tools, successfully issuing another selection command (such as copy/cut/paste), or left/right-clicking will finalize any changes you've made; if you've nudged your selection over another part of your circuit, that part of your circuit will be replaced with your selection.
With the tool out, using the 'move' command is similar to moving the nudge command, only instead of using your movement keys to control the new location of the selection (bounds), you use your mouse to point at its new location. You right-click to set the selection at the new location. Note that right-clicking does not finalize the selection in its new location. This is called move mode. Note that if you change tools, successfully issue another selection command (such as copy/cut/paste), or left-click, your selection will be finalized in its currently set position. This is the last place you right-clicked, or the place the selection was picked up from if you haven't right-clicked.
With the tool out, using the 'copy' command copies the current selection to the clipboard, where it can be pasted out in another location. The selection remains untouched. The 'cut' command is similar to the copy command, but removes the selection from the schematic.
With the tool out, using the 'paste' command copies the blocks from the clipboard into a new selection and puts you in move mode. Note that leaving move mode early by the methods mentioned earlier will finalize your selection in its current location; if you haven't right-clicked since using the paste command, however, your selection is not placed anywhere and is instead removed.
With the tool out, using the 'finalize' command finalizes your selection in its current location. This is only useful in move mode and nudge mode.
I have not yet decided on the implementation of the fill and replace functions. Also note that the places where finalization occurs are not set in stone either, and I am still working that out. If you have any comments/complaints/suggestions, feel free to reply!
(Just an extra note: I don't think that implementing an MCEdit-style editing system will work. It requires full use of the item bar as well as many menus that need your mouse to control. It's just not feasible in this situation. I will try my best to keep things as simple as possible, though!)
EDIT:: I've been thinking about it for a little while, and I've decided: what if you just used Ctrl+movement to nudge, rather than have a separate command for it? I'd have to figure out how to allow you to nudge only one boundary, though... What do you guys think? Let me know!
There may be a way to simplify 'move' as well. I'm not seeing it though. If anyone has a suggestion, let me know!
Do you understand what I mean? So if you are at the Jack'o'lantern thingie at the bottom and want to get stone at the top, you don't need to scroll through all the blocks, just press E select the block, done.
I need to correct the bug report on the filename, the save doesn't fail, it's just that the app, will save without a file type if none is specified, and will not display
files that don't end in .schematic.
Manually fixing the file name allows the app to display/load the file.
I'm using XP SP3 .
When I play MC, there is "some" random noise from my speakers, but it's not noticeable unless the volume is turned waaaaay up.
With your editor, if sounds are set to 0 (zero) there is LOUD random noise (i.e. it goes from hissing and/or buzzing to louder squealing)
emitted from my speakers.
If i turn the sound up then sound files are played multiple times which each sound generating action.
The sounds will repeat either a few times or for 15 to 20 seconds.
If I break 3 or 4 blocks, i could end up with a dozen or more sound effects effects all stuttering, looping, repeating (not in sync with each other) for long periods.
Very annoying!
But I still love the app, just have to turn my volume down when using it.