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." _______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com