Asynchronous Audio on Windows?

Scott Rossi scott at tactilemedia.com
Tue Jan 15 13:41:07 EST 2013


Hi Chris:

I'm pretty sure the only way to use external files is if QT is installed,
which I'd rather not have to force on users, but it may come to that.

I'm just kind of shocked.  It's 2013 and LiveCode is still in the dinosaur
age when it comes to audio.  :-/

Thanks & Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design




On 1/15/13 10:17 AM, "Chris Sheffield" <cmsheffield at icloud.com> wrote:

>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
>> 
>> 
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