Re: stop a sound file after playing once?
Re: stop a sound file after playing once?
- Subject: Re: stop a sound file after playing once?
- From: Brian Willoughby <email@hidden>
- Date: Thu, 21 Jul 2011 16:25:11 -0700
That's correct. You should not run more than one output graph for
the same audio hardware inside one application, but there's no big
waste running a single hardware output graph constantly in an
application. In fact, this is the only way to have timely sound
effects that do no suffer from audio startup delays.
Brian Willoughby
Sound Consulting
On Jul 21, 2011, at 16:17, Gregory Wieber wrote:
It takes a significant amount of time to start and stop a graph, so
it's preferable to keep it playing with 0's fed into the buffer;
That seems to be a common suggestion here on the core audio mailing
list.
On Thu, Jul 21, 2011 at 4:03 PM, Bob Sabiston <email@hidden>
wrote:
On Jul 21, 2011, at 4:18 PM, Aran Mulholland wrote:
From what I understand you are copying samples into a buffer from
memory. You obviously know which samples you are copying (because
you
are copying them), so what would stop you, once you have copied all
the samples for a "one-shot", simply not copying any more? Once you
have played through all the samples in your sound file fill the
buffer
with 0's instead of copying samples from the start of it again.
Yes I was going to try that, but if I'm not actively playing a
sound effect, isn't that wasteful of processing power to be
calling this empty bus? Wouldn't I want to actually disable the
bus until I wanted to play a sound effect, and turn it off
afterward? Surely this is a common thing to need to do -- what do
most people here do? I am sorry for the newbish question.
Bob
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