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Hi. I would like to force a sample to play with a specific delay before it is actually mixed. The purpose is to achieve high accuracy sample playback synchronized with low-fps rendering (ie multiple events may occur and trigger sounds during a single game frame).

Something like this:
FSOUND_PlaySound(channel, sample, delay);

So the sound would actually begin playing delay milliseconds from the call. Is there some way to achieve this already?

Thanks,

Dan East

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Thanks. By manually do you mean padding out the sample itself?

Dan East

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I don’t know what Brett means, but I’d just open the file, create a timer in my app, and when the timer fires, start playing. (And kill the timer.)

—Mike

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