Delay when first playing a sound
by Sam Redfern · in Torque Game Engine · 12/20/2006 (3:40 am) · 4 replies
Just wondered whether anyone has a quick solution to the problem where there is a brief delay the first time a sound is played?
Specifically, this is for short GUI sounds such as button clicks. I sorted out the delays with longer sounds by setting isStreaming=true but for short sounds that puts them into loop, contrary to what the isLooping field is telling them...
This is on TGE1.3..
Specifically, this is for short GUI sounds such as button clicks. I sorted out the delays with longer sounds by setting isStreaming=true but for short sounds that puts them into loop, contrary to what the isLooping field is telling them...
This is on TGE1.3..
About the author
#2
You've probably already looked into this, but if not . . . the first thing I thought of was the preload flag in audioprofiles.cs. I'm mostly clueless about audio issues, so feel free to ignore this . . .
or
Another option might be to scriptically cut down all of your volume levels and play all of your button/interface sounds one time quickly during the start of your game's fade-in screens. Then bring the volume back up before the main gui interface screen appears. It's a cheap hack, to be sure. But it might work.
I remember seeing weird test patterns in one corner of old standup arcade games many years ago. My guess is that they did it to pre-cache the graphic elements that would be needed later.
[Edit: my hacky observations seem silly after reading your second post. Oh well]
12/20/2006 (3:55 am)
[Edit: oops. didn't see your followup]You've probably already looked into this, but if not . . . the first thing I thought of was the preload flag in audioprofiles.cs. I'm mostly clueless about audio issues, so feel free to ignore this . . .
new AudioProfile(AudioButtonOver)
{
filename = "~/data/sound/buttonOver.wav";
description = "AudioGui";
preload = true;
};or
Another option might be to scriptically cut down all of your volume levels and play all of your button/interface sounds one time quickly during the start of your game's fade-in screens. Then bring the volume back up before the main gui interface screen appears. It's a cheap hack, to be sure. But it might work.
I remember seeing weird test patterns in one corner of old standup arcade games many years ago. My guess is that they did it to pre-cache the graphic elements that would be needed later.
[Edit: my hacky observations seem silly after reading your second post. Oh well]
#3
Yes, preload was always true, that didn't help
I had also tried a similar scriptical hack to what you suggested, but it seemed to only intermittently help ..
"scriptical".. nice word.. ;-)
12/20/2006 (4:11 am)
Aaron: thanks anyway :-)Yes, preload was always true, that didn't help
I had also tried a similar scriptical hack to what you suggested, but it seemed to only intermittently help ..
"scriptical".. nice word.. ;-)
#4
12/20/2006 (4:21 am)
Yeah, inventing new words is one of my specialties. Couldn't fit it into my profile though. :)
Torque Owner Sam Redfern