Another trick that I’ve used in the past (when using players; I’ve haven’t used imported audio clips much) is to play a very short, silent audio file at some point in a preOpenCard or openCard handler. This kind of gets the audio ball rolling so to speak, then when I need to play my actual audio, there is no delay. Whatever needs to load in the background in order for audio playback has already loaded. A bit of a hack I suppose, but it works. :-)
Chris -- Chris Sheffield Read Naturally, Inc. www.readnaturally.com > On 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