Asynchronous Audio on Windows?

Chris Sheffield cmsheffield at icloud.com
Tue Jan 15 13:17:22 EST 2013


I want to say using the "play" command with imported files is blocking on one of the platforms (Windows?) and always has been, but I could be wrong about that. Can you try using a player with external files instead, or do you have to use imported files?

Chris


--
Chris Sheffield
Read Naturally, Inc.
www.readnaturally.com



On Jan 15, 2013, at 11:04 AM, Scott Rossi <scott at tactilemedia.com> wrote:

> Does anybody know if there's some trick or secret to getting sounds to play
> asynchronously along with events on Windows?
> 
> I have a stack that supplements user interaction with audio feedback:
> clicks, chimes, etc.  I'm finding that all events are delayed by the use of
> sound, in that the events don't trigger until the sound has finished
> playing.  The sounds are imported WAV files of the correct sample rate/bits
> (they play fine).  If I disable sound playback, all UI events respond as
> expected.
> 
> It's been a while since I built anything with audio on Windows -- maybe I
> just never ran into this ‹ but the app is unusable when audio is enabled.
> On OS X, everything works fine without delays, so I don't believe there's
> any problem with the stack.
> 
> Am I missing something?  Is audio feedback just not doable on Windows
> without resorting to an external?
> 
> Thanks for any suggestions.
> 
> Regards,
> 
> Scott Rossi
> Creative Director
> Tactile Media, UX Design
> 
> 
> _______________________________________________
> use-livecode mailing list
> use-livecode at lists.runrev.com
> Please visit this url to subscribe, unsubscribe and manage your subscription preferences:
> http://lists.runrev.com/mailman/listinfo/use-livecode





More information about the use-livecode mailing list