actionscript 3 - When does a SoundChannel actually starts playing sound? -


I want to control the beginning of a very accurate sound, but it seems that waiting for something before starting sound have to do. It seems that the player has an internal clock that runs at around 43 fps and that sound can only start at that clock's green.
No matter what the framework or computer runs on the project, it is always 43 fps (at least for me).

To test it, start the sound, then compare each frame channel. Status with expected status, e.g. GetTimer () - Start time difference always (for me) 23 or 46 ms

I got a question that talks about the property of the situation and it is updated on its own, which is 43 fps in my case, almost every 23 ms

Is there a way to gain control over the timing of sound play and to know when status status is updated? And if someone can tell what the flash is actually doing and when, it would be great!

I really appreciate all input, it is very strange.

EDIT: I saw that the position property is only multiples of 23.219954648526077, eg 46.4399297052154, 69.65986394557822? If you ask immediately after making the channel, then the number is set in it, but on the next frame it is only specific numbers Any ideas anyone?

23.219954648526077 MS interval comes from flash by internally using buffer size and 1024 specimens as 1024 specimens HJ's sample rate

23.219954648526077 ms = (1024 samples / 44100 samples per second) * (1000 milliseconds per second)

If you need sample accuracy, then you are directly output loaded and loaded If you are looking to synchronize multiple voices with each other to reach the sound sample, but it will help if you are syncing audio with a display frame or video.


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