Audio Triggering + Mouse Event latency

Scott Rossi scott at tactilemedia.com
Tue Nov 16 01:00:19 EST 2010


One thought:

I imagine that a "virtual instrument" is significantly more effective when
relying on the keyboard (multiple sound triggers possible) compared to the
mouse (one click at a time), so unless your project has some other
requirements that were not shared, it seems that relying on the keyDown
message could improve the usability of your app.

You may also want to review the keysDown() function in your tests.

Glad to hear you're close to a solution.

Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design



Recently, Anthony Howe wrote:

> Hiya Folks,
> 
> Further to our recent emails on this...
> 
> I've now just implemented the same functionality using keyboard on keyDown
> events for each sound instead of the mouseDown event with startling (positive)
> results. (thanks Jacqueline for suggestion!)
> 
> It seems that the keyDown event arrives into LC much faster than a mouseDown
> event does for the purpose of triggering audio on a real time basis. Slightly
> less responsive on WinXP, but fantastic on OSX.
> 
> I've even been able to nest the keyDown handler at the card level and run a
> conditional before triggering the sound in order to get the right one, without
> affecting playback too much.
> 
> Whilst this is still not an ideal UI position to be in, and will limit the
> features we can provide onscreen, at least it's clearer that the issue
> probably revolves around considerable internal latency with capture of the
> mouseDown event, in comparison to its 'keyDown' counterpart.
> 
> If there's any way of tweaking the mouseDown event speed into LC, (assuming
> that IS actually the problem) it'd be great to provide this dual benefit to
> our users.
> 
> Looks like we may be able to avoid the flash/swf implementation by using
> keyboard events directly into LC though.... so a solution seems close.
> 
> Any thoughts based on that discovery folks?
> 
> Cheers,
> 
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