Re: Sound loops in iOS

2012-02-29 Thread Tim Jones
Voila! Ask and ye shall receive (okay, so I'm getting boring with the cliches :-) ). Tim On Feb 29, 2012, at 9:38 AM, John Dixon wrote: > Graham... > > I have found that to get around the 'ldelay' when using > 'iphonePlaySoundOnChannel' in your stack for the first time is to play a > short

RE: Sound loops in iOS

2012-02-29 Thread John Dixon
Graham... I have found that to get around the 'ldelay' when using 'iphonePlaySoundOnChannel' in your stack for the first time is to play a short file containing 'silence' in say the openStack handler... the response of issuing the 'iphonePlaySoundOnChannel' command seems to be fine after that

Re: Sound loops in iOS

2012-02-29 Thread Tim Jones
So that seems to be the question to ask - Do any of the RR folks know of a way to properly preload sounds for a sound channel to alleviate this delay? Tim On Feb 29, 2012, at 9:08 AM, Graham Samuel wrote: > For those that are interested, RunRev Support has acknowledged that the > 'looping' op

RE: Sound loops in iOS

2012-02-29 Thread Graham Samuel
For those that are interested, RunRev Support has acknowledged that the 'looping' option doesn't work in iOS 'play' statements in LC 5.0.2. They say: This is a bug, we have reported this to the Quality Control Center. The bug report number is 10039. You can also track the bug here: http://qual

RE: Sound loops in iOS

2012-02-26 Thread John Dixon
Tom... it does indeed say that the support has been added for a variant of the 'play' command, but also states that 'looping' works with this... You have to believe the documentation, but it does make one wonder if the command in association with 'looping' was ever tested before putting the s

Re: Sound loops in iOS

2012-02-26 Thread Thomas McGrath III
The Play command used for iOS is a special adaptation of the regular Play command (as is described in the docs) and as such does not yet support looping when on iOS. "For more control use the iphonePlaySoundOnChannel" for looping. But meanwhile if you use the mediaPicker it only works with the P

RE: Sound loops in iOS

2012-02-26 Thread John Dixon
I too couldn't get 'looping' to work with the 'play' command... however using 'iphonePlaySoundOnChannel thefile, theChannel, type' does work... on mouseUp put specialfolderpath("engine") & "/sc.mp3" into thefile iphonePlaySoundOnChannel thefile, 1, looping end mouseUp > Thanks to Ken Co

Re: Sound loops in iOS

2012-02-26 Thread Ken Corey
On 26/02/2012 14:10, Graham Samuel wrote: Thanks to Ken Corey and others on this list, I am managing to play sounds in my developing iOS app quite nicely - as appears to be required, I'm playing them from a file, and I'm using 'the environment' to distinguish between the IDE and the real app (

Sound loops in iOS

2012-02-26 Thread Graham Samuel
Thanks to Ken Corey and others on this list, I am managing to play sounds in my developing iOS app quite nicely - as appears to be required, I'm playing them from a file, and I'm using 'the environment' to distinguish between the IDE and the real app (and simulator). So far so good. My current p