How to minimize delay when playing an audio clip
scott at tactilemedia.com
Sat Aug 15 17:17:42 EDT 2015
In the past, it used to be that imported audioClips would generally start
playing with less lag than players. I haven't done tests with any of the
recent versions of LC to see if this holds true (sounds like it doesn't?).
In any event, I've never done this, but you might try using an imported
video clip with no video track (if that's possible) so it contains your
audio only, and use the prepare command, which supposedly allows the
imported media to start playing immediately. If you can't make a
video-less movie, another option could be to make the video 1 x 1 pixel in
Even if a videoClip somehow employs a player for playback, the prepare
command might reduce the start lag.
Tactile Media, UX/UI Design
On 8/15/15, 12:08 PM, "Mike Bonner" <bonnmike at gmail.com> wrote:
>Nevermind. Can't make it work. Setting the playloudness works globally,
>whether sounds are currently active or not, but setting audioclip loudness
>only works while the clip is NOT playing. Player object, here I come.
>Sorry for talking to myself here. Back down the rabbit hole.
>On Sat, Aug 15, 2015 at 12:39 PM, Mike Bonner <bonnmike at gmail.com> wrote:
>> DOH. NEvermind. Use the ID of the clip. Reading the dictionary. A
>> skill I need to develop
>> On Sat, Aug 15, 2015 at 12:37 PM, Mike Bonner <bonnmike at gmail.com>
>>> Found a method that works with audioclips, as long as I only need to
>>> 1. Rather than starting and stopping it, I set the playloudness to 0
>>> 100 and just leave it looping. (it doesn't appear that the
>>> be set for individual clips.)
>>> Will try with players instead since using only 1 sound effect is a bit
>>> On Sat, Aug 15, 2015 at 11:52 AM, Mike Bonner <bonnmike at gmail.com>
>>>> I have an audio clip that I'm using as a sound effect. I try to
>>>> 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
>>>> 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
>>>> works fine, animation keeps up, and stop is pretty much
>>>> there a way to get this working better? I'll try with an actual
>>>> next, but I thought having the clip as part of the stack would
>>>> best results.
>>>> Also, a quick question.. I assume there is no way to modify the tone
>>>> a clip on the fly? IE: Simulate doppler shift..
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