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  1. #1
    Registered User
    Join Date
    Feb 2009
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    4

    running concurrent sounds in Flash Lite - how do I avoid delays?

    Hi,
    I'm trying to put together a quick game prototype for a 'Guitar Hero-ish' sort of idea. I have my background track playing as an MP3, but when i have sounds on buttons to tell the player if they are tapping in time or not, the playback is often delayed by a second or so. Obviously they need to play instantly to make the game playable - can anybody offer suggestions?

    thanks
    CP

  2. #2
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    Join Date
    Apr 2010
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    3

    Re: running concurrent sounds in Flash Lite - how do I avoid delays?

    I don't think you will get much success with such an application in Flash Lite.
    I've tried this a lot of times and you get a lot of delays, with LoadSound, AttachSound and adding sounds to the frames of a Movieclip.

    Sorry to give you bad news.

  3. #3
    Regular Contributor
    Join Date
    Feb 2005
    Location
    Karachi, Pakistan
    Posts
    277

    Re: running concurrent sounds in Flash Lite - how do I avoid delays?

    Hi,

    As smallb pointed, it's not possible to playback multiple sounds in FL without any delays. There is always some undefinite delay between sounds.

    Maybe you can try PyS60 as backend engine and playback sounds from it. But you will have to communicate yout Flash Lite GUI with it via HTTP requests, which adds delays as well.

    You might try doing it completely in PyS60, GUI + sound playback. Python is very easy to learn language, and also a lot powerfull as compared with Flash Lite.

    Best,

    // chall3ng3r //
    Faisal Iqbal (skype: chall3ng3r)
    Flash Mobile Specialist | Orison Technologies
    _____________________________________
    blog: F·L·A·S·H·I·S·M
    swf2go: www.swf2go.com

  4. #4
    Registered User
    Join Date
    Feb 2010
    Posts
    31

    Re: running concurrent sounds in Flash Lite - how do I avoid delays?

    Hi

    yes just to confirm we tried to nail this one a few years ago and could never find a solution. Very frustrating limitation

    cheers

    ade

  5. #5
    Registered User
    Join Date
    Jan 2007
    Location
    bucharest
    Posts
    222

    Re: running concurrent sounds in Flash Lite - how do I avoid delays?

    the problem with sync sound with image is that flash images runs under the published FPS...

    I see 2 solutions:

    -make your flash FPS to actualy keep up... maybe 5-10FPS depending on how much of the screen pixels are changed (try not to animate more than 40% of the screen for better performance)

    -make time based engine, not frame based... that means that your animations on strings are done from AS, as the AS reads the playHeadTime of the mp3 it puts color the strings or whatever...


    I see another problems...
    if your flash is 10FPS that means the flash is 600BPM, and if your song is at 73BPM you might have a slight problem at keeping the beat perfectly... as 600 does not divide by 73 (the song beats won't be totally synced with frames); but this stuff is an disadvantage only for the professional musicians I think...
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