Re: How to minimize delay when playing an audio clip

2015-08-17 Thread Chris Sheffield
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..
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Re: How to minimize delay when playing an audio clip

2015-08-15 Thread Mike Bonner
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..
 
 
 
 
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Re: How to minimize delay when playing an audio clip

2015-08-15 Thread Mike Bonner
great idea, thanks. I've clipped the file down to just what I need so its
pretty tiny.  I'll give it a shot!

On Sat, Aug 15, 2015 at 2:30 PM, Simon si...@asato-media.com wrote:

 Hi Mike,
 In a Pong game I made I dumped .mp3 directly into global variables. Then
 play gBatCollision
 I had no delay problems.
 But if your audio clip is very long you might not want to do this.

 Simon




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 http://runtime-revolution.278305.n4.nabble.com/How-to-minimize-delay-when-playing-an-audio-clip-tp4695109p4695130.html
 Sent from the Revolution - User mailing list archive at Nabble.com.

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Re: How to minimize delay when playing an audio clip

2015-08-15 Thread Scott Rossi
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..




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How to minimize delay when playing an audio clip

2015-08-15 Thread Mike Bonner
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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Re: How to minimize delay when playing an audio clip

2015-08-15 Thread Mike Bonner
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..

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Re: How to minimize delay when playing an audio clip

2015-08-15 Thread Mike Bonner
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..



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Re: How to minimize delay when playing an audio clip

2015-08-15 Thread Mike Bonner
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..




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Re: How to minimize delay when playing an audio clip

2015-08-15 Thread Simon
Hi Mike,
In a Pong game I made I dumped .mp3 directly into global variables. Then
play gBatCollision
I had no delay problems.
But if your audio clip is very long you might not want to do this.

Simon




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Sent from the Revolution - User mailing list archive at Nabble.com.

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