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Re: NSSound doesn't play
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Re: NSSound doesn't play


  • Subject: Re: NSSound doesn't play
  • From: Chris Kane <email@hidden>
  • Date: Sat, 26 Jul 2003 20:43:06 -0700

On Saturday, July 26, 2003, at 08:04, Lorenzo wrote:
I have a problem with two NSSounds just before a small animation starts

If I recall correctly, the 10.2 developer release notes for AppKit talked about this. NSSound, when it's using QuickTime to play sounds (which, in 10.2, it does for all but the simplest sounds), requires the NSRunLoop (or AppKit's event loop) to be run for sound to play/continue. You can't start a sound playing then go off and do something else.

This is because QuickTime requires the run loop to be run to "task" the movie which NSSound contains. NSSound doesn't spawn off a background thread to do this for you in 10.2 because QuickTime is not very thread-safe. I've heard the situation may have improved in Panther (don't quote me), but also that it's still a good idea to only play a Movie in the same thread in which it is created.

NSSound has moved over to CoreAudio for most sound formats for Panther, I understand, but still uses QuickTime for sound formats only supported up at that layer. For example, Apple Music Store downloads. So NSSound would still need the run loop to be run to ensure the sound gets play whatever the source. [And of course, if you want your app to run on 10.2 AND Panther, you can't take advantage of any better behavior in Panther.]

And of course, with Panther being an announced but unshipped product, any statements above may have no relation to what may or may not be true of it.


Chris Kane
Cocoa Frameworks, Apple
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References: 
 >NSSound doesn't play (From: Lorenzo <email@hidden>)

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