Actionscript 3 :: Sound Latency - Set It For Any Silence Before The Actual Sound By Calling The Sound

Apr 16, 2011

I am triggering short sounds dynamically from the library for a game (Specifically Air for Android). When the user clicks a button the sound can take up to 600ms to actually play. I have set it for any silence before the actual sound by calling the sound like so:

[Code]...

All return the same results. I know there are threads here that talk about this but none have offered a real solution that I can find. Is there no way to cache the sound or store it in a buffer?

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I have a flash header that was never completed because the guy I hired took people's money and ran. So now I even wonder if what he said could work with my flash header is true or not. But, usually there is always a way to make it work.

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[Code]...

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I have a flash header that was never completed because the guy I hired took people's money and ran. So now I even wonder if what he said could work with my flash header is true or not. But, usually there is always a way to make it work.I have a flash header that does two important things: 1) Upon entering the site, it loads and plays an audio track 2) Makes an animal noise when you hover over each animal menu item. (not sure if I'm able to give a link to it or not on here. If I able to and someone would like to see it let me know)I want to know if my flash header can support the following addionalunctionality/changes:1) Currently, it loads everytime a page is selected.  I only want it to load the one time of entering the site because the audio gets annoying.  Set a cookie maybe?2) But, I do not want to turn the audio off completely because I still want the hover over each menu item sound.

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I have a long mp3 file hosted on a standard apache server (30 minutes long so far, but I would like it to work with longer sounds too).I'd like to start playback of this audio within at a specified point. When attempting to use Flash Actionscript 3, my basic tests show that ALL the audio from the start to the position I choose is buffered before playback (Sound.bytesLoaded was my friend here). If I start one second in, it takes about 3 seconds to start playback, 30 seconds in, takes about 25 secondsObviously with a really long mp3, like skipping playback to the middle of a 3-hour audiobook, this isn't going to be practical.Here's the ActionScript 3.0 code I'm using:

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[code].....

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[Code]...

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package com.objects{

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package {
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I'm trying to play a sound using a technique found here (play the sound by sampling raw sound data gathered from the original with extract()), with the difference that the mp3 sound is embedded in the swf, not loaded externally. This is my code:

var soundBytes:ByteArray = new ByteArray();
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[Code]....

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But... is it possible to play a sound file with flash.media.Sound + writeFloat in some way? I want to play a sound file without having to deal with any files except the .swf!

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[Code]...

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I'm trying to load sound dynamically into a clip and then play it randomly. The AS I came up with works great if the sound is embedded and I use the .attachSound() method instead of loadSound(). Now, when I load it dynamically and use the code below, the sound plays very fast and at a higher pitch.

Code:
var crows = new Sound(this);
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[Code].....

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