I have an AVAudioPlayer-based sound that is instantiated early in my code 
(getting the "big pause" out of the way), but have noticed that when I play my 
sound (less than a second in length) within my NSTimer loop, all my animation 
(also controlled in the loop) pauses for a few milliseconds, creating a jerky 
effect. This doesn't happen in the simulator, but is manifests whenever I test 
on my iPhone 4.

I tried to relegate my audio playing to a separate NSTimer thread, but it 
didn't seem to help. I've also searched around for answers but, unfortunately 
have been buried in too many discussions around pausing audio playback and the 
lag created from instantiating the object. 

Does anyone have any other ideas or advice?

Thanks.


"The world is divided into people who do things and people who get the credit. 
Try, if you can, to belong to the first class. There's far less competition."

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