I and a few others recently had a project in school where we
were suppose to develop a game of our choice in one week.
The deadline has now passed, but we had a problem we never
really solved. The players of the game are really dependent on the
sound that has to be played at the exact moment when the player
pushes a key.
Unfortunally this is also where the problem occurs. The sound
is in most cases being played just as we wanted, but the sound is
far to often being delayed for about half a second.
Every time a key is being pushed, a handler is being called.
For example this one:
on PlayLeftDrum me
_soundChannel = 2
Sound( _soundChannel ).Play( [ #Member: pLeftDrum ] )
pLeftDrum is a *.wav sound file and it has been preloaded.
It's rather tricky, we didn't have time to make an slower "
introduction" level. But you should discover the problem pretty
Also, give it a few seconds to "breath" in the menu while
things are being preloaded (5-10 seconds should be enough).
I assume you are using the updateStage command to immediately
pupppetsound, ( if the score frame update rate is slow this
can make the
sould a bit more immediate)
If director's ram is low it might start swapping members in
even once preloaded members can be dumped in low ram
3D members can add up. You might test it with graphics
stripped out to
You can lower system overhead a bit by converting your soulds
44k to 22k sample rate, 11K might be OK for bass drums.