Asynchronous Audio on Windows?

Robert Sneidar slylabs13 at me.com
Wed Jan 16 14:01:44 EST 2013


Scott, I think at some point Livecode applications become so *complex* that an installer is needed. I don't think users are all that averse to restarting their computers after software is installed, especially Audio based software. It's very common to have to restart even OS X computers after a major change has been made to an audio codec. I'm just trying to encourage you to consider this as an option, otherwise you may waste a lot of time pursuing undomesticated waterfowl. 

Bob


On Jan 16, 2013, at 10:38 AM, Scott Rossi wrote:

> That's the route I'm taking.  At this point my plan is to load all sounds into buffers and have them available at all times.  My *hope* is that this setup is essentially the same as having a bunch of embedded sounds loaded in a stack.  It's a bit overkill as the external is designed to manage 3d spatial audio, but performance during click events appears to be way better than native LiveCode.
> 
> But there's another potential issue that needs clarification from the developer. The external relies on a sound library called openAL, and you have to run an installer to get things set up for LiveCode, which the instructions say "may require a restart".  I really hope this is just for development reasons and doesn't have to be passed on to users of a stack that contains the audio external.
> 
> Regards,
> 
> Scott Rossi
> Creative Director
> Tactile Media, UX Design
> 
> On Jan 16, 2013, at 9:25 AM, tbodine <lvhdgc7 at gmail.com> wrote:
> 
>> Here's a link to the  Franklin Audio external page
>> <http://www.franklin3d.com/products/franklin-audio>  .  Is that the only
>> solution out there?
>> 
>> I'm concerned about the audio issues on Windows, too. It could sideline a
>> number of projects I have in the works.
>> 
>> -- Tom Bodine
>> 
>> 
>> 
>> 
>> --
>> View this message in context: http://runtime-revolution.278305.n4.nabble.com/Asynchronous-Audio-on-Windows-tp4658908p4658974.html
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>> 
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