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?
- Anonymous asked 14 years ago
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