[squeakland] Question about Audio Buffer/Timing

Jeremy Landry hakyoku at gmail.com
Thu Feb 22 18:22:47 UTC 2018

Thanks for the crossover.  I am subscribed, but generally shy away from
posting there as it seems out of my league and my main interest is in Etoys
since, well, again, leagues and all that.  I know just enough ST to break
things, not build them!  :)

So using the code from this message from Bob Arning:
*Bob Arning* arning315 at comcast.net
*Thu Feb 22 15:49:07 UTC 2018*

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SoundPlayer class gives a clue:

resumePlaying: aSound quickStart: quickStart
     "Start playing the given sound without resetting it; it will resume
playing from where it last stopped. If quickStart is true, then try to
start playing the given sound immediately."

Just looking at it and taking a guess, it doesn't seem to be *quite* the
thing I was looking for.  I was thinking there's a method/class variable
with a value that could be changed to affect the system, rather than
'poking in' every thing I want to play when I want to play it individually
because the ultimate effect is that Etoys PLAYSOUND:SOUND tile will work as
normal and this seems that it would have to be used instead of the
tiles...I have no idea if this is possible, but I'll also dig around the
class browser in Etoys, maybe I'll stumble into something, but so far, as I
noted, I only found the sound-buffer and sample rates, not the imposed
delay method that I remember reading about.  I remember the reasoning it
was put in was to prevent accidental playing of sounds inside of a
single-frame repeat-tile...i.e. a repeat tile with any value other than 1
and inside of it having a playsound:sound tile would overload the speakers
and make nasty noises because so many things are playing on top of each
other. I actually WANT this.  Based on how sound plays now, you can hear an
'invisible' metronome that makes sure all sounds are separated and equally
spaced apart and in the case of repeat tiles, only seems to accept the last
sound as valid/playable.

Thanks for the help so far!  I'm not expecting a solution because I don't
know if one exists, but my thought is 'if it was done, it can be
undone'...and just looking at how to undo it!  :p

On Thu, Feb 22, 2018 at 9:59 AM, David T. Lewis <lewis at mail.msen.com> wrote:

> There is some follow up discussion happening on the squeak-dev list. I
> don't
> know if it helps, but you can read the posts here if you are not
> subscribed to
> that list:
> http://lists.squeakfoundation.org/pipermail/squeak-dev/2018-
> February/197508.html
> HTH,
> Dave
> On Thu, Feb 22, 2018 at 10:27:18AM -0500, David T. Lewis wrote:
> > Hi Jeremy,
> >
> > I am copying this to the squeak-dev list in case someone there can offer
> > some guidance.
> >
> > Dave
> >
> >
> > On Wed, Feb 21, 2018 at 02:44:21PM -0800, Jeremy Landry wrote:
> > > Hi, I made a quick audio sequencer test in Etoys and found that
> there's a
> > > hidden 'timer' that limits the responsiveness of new sounds that go
> into
> > > the playback buffer (terminology isn't accurate, but hopefully it makes
> > > sense to people).
> > >
> > > I found the sound buffer setting, but was wondering if there's
> something
> > > else that limits how fast new sounds get added to the playback stream?
> I
> > > read somewhere (old-man-aphasia here) that some code was added to
> prevent
> > > overloading the buffer so surely there's a snippet of code I could add
> to a
> > > project to reverse this, if it's what is causing the delay?
> > >
> > > Thanks for any help finding the solution.
> >
> > > _______________________________________________
> > > squeakland mailing list
> > > squeakland at lists.squeakland.org
> > > http://lists.squeakland.org/mailman/listinfo/squeakland
> >
> > _______________________________________________
> > squeakland mailing list
> > squeakland at lists.squeakland.org
> > http://lists.squeakland.org/mailman/listinfo/squeakland
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