[squeakland] Question about Audio Buffer/Timing
Bob Arning
arning315 at comcast.net
Thu Feb 22 18:57:42 UTC 2018
There do seem to be some platform issues as to whether this will really
work. Some things you could do:
- check the value of the Preference for #soundQuickStart -- make it true
if not already
- put some code into the SoundPlayer method to tell you if quickStart is
being requested and if not honored, why
On 2/22/18 1:22 PM, Jeremy Landry wrote:
> 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<mailto:squeak-dev%40lists.squeakfoundation.org?Subject=Re%3A%20%5Bsqueak-dev%5D%20%5Bsqueakland%5D%20Question%20about%20Audio%20Buffer/Timing&In-Reply-To=%3C269cdd30-7c77-6cab-22aa-591eee543b21%40comcast.net%3E>
> /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
> <mailto: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
> <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.
> >
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