How to minimize delay when playing an audio clip

Mike Bonner bonnmike at gmail.com
Sat Aug 15 17:38:24 EDT 2015


Thanks for the suggestion, 2 things on the list to try now.

On Sat, Aug 15, 2015 at 3:17 PM, Scott Rossi <scott at tactilemedia.com> wrote:

> 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
> size.
>
> Even if a videoClip somehow employs a player for playback, the prepare
> command might reduce the start lag.
>
> Regards,
>
> Scott Rossi
> Creative Director
> 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
> >>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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