Hi,
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 12 years ago
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hm, you don’t need to create subsounds, you should just be able to do it with 1 FSB.
What if you pack all your sounds into an fsb, then have a large random sentence. A sentence only stores the index, so 4 bytes per entry.
- Brett Paterson answered 12 years ago
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[edit: removed the original reply]
All right, finally I understood….You mean I should create a "long enough" sentence that it sounds like random though is created only once and then looped on and on. Well, I’ll try that.
- outi answered 12 years ago
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