How to minimize delay when playing an audio clip

Mike Bonner bonnmike at gmail.com
Sat Aug 15 20:37:41 CEST 2015


Found a method that works with audioclips, as long as I only need to play
1.  Rather than starting and stopping it, I set the playloudness to 0 or
100 and just leave it looping. (it doesn't appear that the playloudness can
be set for individual clips.)

Will try with players instead since using only 1 sound effect is a bit
unrealistic.

Thanks!

On Sat, Aug 15, 2015 at 11:52 AM, Mike Bonner <bonnmike at gmail.com> wrote:

> I have an audio clip that I'm using as a sound effect.  I try to trigger
> the play start FIRST in my game loop, but no matter what methods I try
> (even breaking it out of the game loop itself) there is a pretty hefty lag
> time before it starts playing.  Enough so that its possible to have an
> event happen, and stop the play of the clip before it ever starts.
>
> I don't think i'm having issues with a bound cpu, I think 'play audioclip
> "myclip" looping' is just that slow.  If I hold the key down, it works
> fine, animation keeps up, and stop is pretty much instantaneous.  Is there
> a way to get this working better?  I'll try with an actual player next, but
> I thought having the clip as part of the stack would provide the best
> results.
>
>
> Also, a quick question..  I assume there is no way to modify the tone of a
> clip on the fly?  IE: Simulate doppler shift..
>


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