Sound loops in iOS
tolistim at me.com
Wed Feb 29 10:48:51 CST 2012
Voila! Ask and ye shall receive (okay, so I'm getting boring with the cliches :-) ).
On Feb 29, 2012, at 9:38 AM, John Dixon wrote:
> I have found that to get around the 'ldelay' when using 'iphonePlaySoundOnChannel' in your stack for the first time is to play a short file containing 'silence' in say the openStack handler... the response of issuing the 'iphonePlaySoundOnChannel' command seems to be fine after that...
>> 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:
>> 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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