Re: How to minimize delay when playing an audio clip
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
Re: How to minimize delay when playing an audio clip
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
Re: How to minimize delay when playing an audio clip
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 -- View this message in context: 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. ___ 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
Re: How to minimize delay when playing an audio clip
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
How to minimize delay when playing an audio clip
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
Re: How to minimize delay when playing an audio clip
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
Re: How to minimize delay when playing an audio clip
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
Re: How to minimize delay when playing an audio clip
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
Re: How to minimize delay when playing an audio clip
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 -- View this message in context: 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. ___ 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