That's the route I'm taking.  At this point my plan is to load all sounds into 
buffers and have them available at all times.  My *hope* is that this setup is 
essentially the same as having a bunch of embedded sounds loaded in a stack.  
It's a bit overkill as the external is designed to manage 3d spatial audio, but 
performance during click events appears to be way better than native LiveCode.

But there's another potential issue that needs clarification from the 
developer. The external relies on a sound library called openAL, and you have 
to run an installer to get things set up for LiveCode, which the instructions 
say "may require a restart".  I really hope this is just for development 
reasons and doesn't have to be passed on to users of a stack that contains the 
audio external.

Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design

On Jan 16, 2013, at 9:25 AM, tbodine <lvhd...@gmail.com> wrote:

> Here's a link to the  Franklin Audio external page
> <http://www.franklin3d.com/products/franklin-audio>  .  Is that the only
> solution out there?
> 
> I'm concerned about the audio issues on Windows, too. It could sideline a
> number of projects I have in the works.
> 
> -- Tom Bodine
> 
> 
> 
> 
> --
> View this message in context: 
> http://runtime-revolution.278305.n4.nabble.com/Asynchronous-Audio-on-Windows-tp4658908p4658974.html
> Sent from the Revolution - User mailing list archive at Nabble.com.
> 
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