Sound loops in iOS
Tim Jones
tolistim at me.com
Wed Feb 29 11:33:58 EST 2012
So that seems to be the question to ask -
Do any of the RR folks know of a way to properly preload sounds for a sound channel to alleviate this delay?
Tim
On Feb 29, 2012, at 9:08 AM, Graham Samuel wrote:
> For those that are interested, RunRev Support has acknowledged that the 'looping' option doesn't work in iOS 'play' statements in LC 5.0.2. They say:
>
> This is a bug, we have reported this to the Quality Control Center. The bug report number is 10039. You can also track the bug here:
>
> http://quality.runrev.com/show_bug.cgi?id=10039
>
> Let's hope it's fixed soon, because I'm finding the alternative, which is the use of sound channels, introduces an unacceptable delay the first time a sound is played. There may be some trick for pre-loading sounds but I haven't found it.
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