Thanks for the suggestion, 2 things on the list to try now. On Sat, Aug 15, 2015 at 3:17 PM, Scott Rossi <sc...@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" <bonnm...@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 <bonnm...@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 <bonnm...@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 <bonnm...@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.. > >>>> > >>> > >>> > >> > >_______________________________________________ > >use-livecode mailing list > >use-livecode@lists.runrev.com > >Please visit this url to subscribe, unsubscribe and manage your > >subscription preferences: > >http://lists.runrev.com/mailman/listinfo/use-livecode > > > > _______________________________________________ > use-livecode mailing list > use-livecode@lists.runrev.com > Please visit this url to subscribe, unsubscribe and manage your > subscription preferences: > http://lists.runrev.com/mailman/listinfo/use-livecode > _______________________________________________ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode