Hmm, interesting. I'm trying to remember how we did it. It's been some time ago.

I just reviewed my code from nearly three years ago. Yikes! :-) So it looks 
like originally we checked the QTVersion to determine if QT was installed or 
not. This worked fine on a Mac, since QT was always installed. But in April of 
2010, I commented out the code that does the QT check. Turns out it caused more 
problems, and actually caused the engine to attempt to load QT even though it 
wasn't installed. As a result, audio playback was erratic. So basically, if QT 
turns out to be installed, great. The engine will make use of QT for playing 
back audio files through a player object. If QT is *not* installed, that should 
be fine too, as some version of WMP was usually always installed, and the 
engine would make use of that in that case. I do believe this still causes the 
player object to lose it's playback controls, so you can't really let the user 
control playback in that case, but our app didn't require that anyway.

So, I'm not sure if you have a machine available without QT installed, but if 
so, give it a try. Maybe you could set up a VM to try it in? I think it should 
work okay for you.

Good luck.

On Jan 15, 2013, at 1:17 PM, Scott Rossi <sc...@tactilemedia.com> wrote:

> Hi Chris:
> 
> Over here, when I set the dontUseQT to true, the player (which has the
> file path of a WAV assigned) displays with no controller and scripting
> "start player 1" results in "could not open video player", whereas this
> works when QT is normally enabled.  Maybe the result is different on a
> system that truly has no QT.
> 
> I might be wrong, but I don't think this has worked for a long time, if
> ever.
> 
> Regards,
> 
> Scott Rossi
> Creative Director
> Tactile Media, UX Design
> 
> 
> 
> 
> On 1/15/13 11:36 AM, "Chris Sheffield" <cmsheffi...@icloud.com> wrote:
> 
>> Unless something has changed in the last couple years, external audio
>> should work just fine using a player object, even if QT is not installed.
>> Read Naturally has a desktop application (it's kind of old and outdated
>> now) but it supported Windows and Mac. We recommended QT on Windows, but
>> it wasn't required. Having it installed made things a bit easier (seems
>> like there were some limitations if it wasn't), but audio playback worked
>> regardless. So it might be worth a try.
>> 
>> On Jan 15, 2013, at 11:41 AM, Scott Rossi <sc...@tactilemedia.com> wrote:
>> 
>>> Hi Chris:
>>> 
>>> I'm pretty sure the only way to use external files is if QT is
>>> installed,
>>> which I'd rather not have to force on users, but it may come to that.
>>> 
>>> I'm just kind of shocked.  It's 2013 and LiveCode is still in the
>>> dinosaur
>>> age when it comes to audio.  :-/
>>> 
>>> Thanks & Regards,
>>> 
>>> Scott Rossi
>>> Creative Director
>>> Tactile Media, UX Design
>>> 
>>> 
>>> 
>>> 
>>> On 1/15/13 10:17 AM, "Chris Sheffield" <cmsheffi...@icloud.com> wrote:
>>> 
>>>> I want to say using the "play" command with imported files is blocking
>>>> on
>>>> one of the platforms (Windows?) and always has been, but I could be
>>>> wrong
>>>> about that. Can you try using a player with external files instead, or
>>>> do
>>>> you have to use imported files?
>>>> 
>>>> Chris
>>>> 
>>>> 
>>>> --
>>>> Chris Sheffield
>>>> Read Naturally, Inc.
>>>> www.readnaturally.com
>>>> 
>>>> 
>>>> 
>>>> On Jan 15, 2013, at 11:04 AM, Scott Rossi <sc...@tactilemedia.com>
>>>> wrote:
>>>> 
>>>>> Does anybody know if there's some trick or secret to getting sounds to
>>>>> play
>>>>> asynchronously along with events on Windows?
>>>>> 
>>>>> I have a stack that supplements user interaction with audio feedback:
>>>>> clicks, chimes, etc.  I'm finding that all events are delayed by the
>>>>> use of
>>>>> sound, in that the events don't trigger until the sound has finished
>>>>> playing.  The sounds are imported WAV files of the correct sample
>>>>> rate/bits
>>>>> (they play fine).  If I disable sound playback, all UI events respond
>>>>> as
>>>>> expected.
>>>>> 
>>>>> It's been a while since I built anything with audio on Windows --
>>>>> maybe
>>>>> I
>>>>> just never ran into this ‹ but the app is unusable when audio is
>>>>> enabled.
>>>>> On OS X, everything works fine without delays, so I don't believe
>>>>> there's
>>>>> any problem with the stack.
>>>>> 
>>>>> Am I missing something?  Is audio feedback just not doable on Windows
>>>>> without resorting to an external?
>>>>> 
>>>>> Thanks for any suggestions.
>>>>> 
>>>>> Regards,
>>>>> 
>>>>> Scott Rossi
>>>>> Creative Director
>>>>> Tactile Media, UX Design
>>>>> 
>>>>> 
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