How to minimize delay when playing an audio clip
Mike Bonner
bonnmike at gmail.com
Sat Aug 15 14:39:17 EDT 2015
DOH. NEvermind. Use the ID of the clip. Reading the dictionary. A useful
skill I need to develop
On Sat, Aug 15, 2015 at 12:37 PM, Mike Bonner <bonnmike at gmail.com> wrote:
> 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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