In the past, it used to be that imported audioClips would generally start playing with less lag than players. I haven't done tests with any of the recent versions of LC to see if this holds true (sounds like it doesn't?).
In any event, I've never done this, but you might try using an imported video clip with no video track (if that's possible) so it contains your audio only, and use the prepare command, which supposedly allows the imported media to start playing immediately. If you can't make a video-less movie, another option could be to make the video 1 x 1 pixel in size. Even if a videoClip somehow employs a player for playback, the prepare command might reduce the start lag. Regards, Scott Rossi Creative Director Tactile Media, UX/UI Design On 8/15/15, 12:08 PM, "Mike Bonner" <bonnm...@gmail.com> wrote: >Nevermind. Can't make it work. Setting the playloudness works globally, >whether sounds are currently active or not, but setting audioclip loudness >only works while the clip is NOT playing. Player object, here I come. >Sorry for talking to myself here. Back down the rabbit hole. > >On Sat, Aug 15, 2015 at 12:39 PM, Mike Bonner <bonnm...@gmail.com> wrote: > >> DOH. NEvermind. Use the ID of the clip. Reading the dictionary. A >>useful >> skill I need to develop >> >> On Sat, Aug 15, 2015 at 12:37 PM, Mike Bonner <bonnm...@gmail.com> >>wrote: >> >>> Found a method that works with audioclips, as long as I only need to >>>play >>> 1. Rather than starting and stopping it, I set the playloudness to 0 >>>or >>> 100 and just leave it looping. (it doesn't appear that the >>>playloudness can >>> be set for individual clips.) >>> >>> Will try with players instead since using only 1 sound effect is a bit >>> unrealistic. >>> >>> Thanks! >>> >>> On Sat, Aug 15, 2015 at 11:52 AM, Mike Bonner <bonnm...@gmail.com> >>>wrote: >>> >>>> I have an audio clip that I'm using as a sound effect. I try to >>>>trigger >>>> the play start FIRST in my game loop, but no matter what methods I try >>>> (even breaking it out of the game loop itself) there is a pretty >>>>hefty lag >>>> time before it starts playing. Enough so that its possible to have an >>>> event happen, and stop the play of the clip before it ever starts. >>>> >>>> I don't think i'm having issues with a bound cpu, I think 'play >>>> audioclip "myclip" looping' is just that slow. If I hold the key >>>>down, it >>>> works fine, animation keeps up, and stop is pretty much >>>>instantaneous. Is >>>> there a way to get this working better? I'll try with an actual >>>>player >>>> next, but I thought having the clip as part of the stack would >>>>provide the >>>> best results. >>>> >>>> >>>> Also, a quick question.. I assume there is no way to modify the tone >>>>of >>>> a clip on the fly? IE: Simulate doppler shift.. >>>> >>> >>> >> >_______________________________________________ >use-livecode mailing list >use-livecode@lists.runrev.com >Please visit this url to subscribe, unsubscribe and manage your >subscription preferences: >http://lists.runrev.com/mailman/listinfo/use-livecode _______________________________________________ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode