Thanks Jackie. Actually I'm using .WAV and .AIF files, ranging in size from
200KB to maybe 5MB. I'll set up some all-night automated tests using both
methods on both target platforms and see what happens. As they used to say in
old-media days, "film at 11". I'll report back.
Thanks -
Phil
J. Landman Gay wrote:
Phil Davis wrote:
I still need the info, so...
I maintain an application that sometimes plays 100's of external
digital audio
files during a single usage session. Currently the app uses 'start
player'
method of playing them. Sometimes the app will freeze up, and I think
it's
related to audio processing.
I want to improve the app's stability. Has anyone found the 'play
[filepath]'
form to be more stable or less stable than 'start player'?
I haven't had problems with either one, so I can't really say.
Also, does anyone have extra info about the two approaches to audio
playing that
shed light on differences between the two? Are they doing the exact
same thing
under the hood?
They are different under the hood. Player objects use QuickTime or, if
it isn't available, WMP on Windows. The "play" command uses internal
libraries that are, I think, fairly dated now. The MC docs say that
"play" is deprecated and all new stacks should use player objects
instead -- however, as I said, I haven't had any problems with the play
command. I don't usually ask much of it though.
The play command is far more limited than a player object. Basically you
can start, stop, and pause an audio file. It will only play a subset of
audio file formats, basically only those that are not compressed in any
way, and which are saved at only a few specific sample rates. You can't
start playback at an arbitrary point, only at the beginning.
I've used "play" for short sound segments, especially those I want to
embed in a stack (like sound effects) but I don't use it for anything
elaborate. I think you said you were using mp3 files, right? If so,
"play" probably isn't an option as I don't believe it will work with
that file format anyway.
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