What would be the ideal solution to create randomized loops, I mean loops that play a set of samples in a random order.
I’ve tried sentencing 2 subsounds like in realtimestitching example, but there’s a problem if the samples are very short: I’m not sure what happens but sooner or later the sound gets "stuck" and becomes inaudible, getPosition() always returning 0. Perhaps some subsound gets released when it’s playing which results in unrecoverable situation…?
On the other hand, if I create more than 2 subsounds (like from all the samples I want to randomize) it takes a huge amount of memory (overhead of the streams, I guess?).
In my case all data is loaded into memory beforehand and the sounds are streamed from memory.
Any ideas, anyone?
- outi asked 11 years ago
Please login first to submit.