You cant play more than one sound at the same time. I read that even HyperCard has a nice soundchannel thingy...
Using quicktime players is no solution for things like games or quick sound effects. I tried it with 4 invisible players and setting the currentTime to 0 when replaying the same sound. It makes a nasty visible lag in the animation loop (while repeating the same short sound time mulitple times).
Used some modified cross platform playsound function I came across (why would I even need to do that.. LiveCode should take care of something basic as playing sound x on channel y with volume z)
And while I'm at it.. the play command also is quit picky. Even on .wav files. It has to be 16 bit. Higher gives noise (too low playback rate).
Code: Select all
command playSound psound, pchannel, pvolume, ptype local tpath if pchannel is empty then put "c1" into pchannel end if if pvolume is empty then put 100 into pvolume end if if the environment is not "mobile" then set the playLoudness of player pchannel to pvolume if ptype is "looping" then set the looping of player pchannel to true else set the looping of player pchannel to false end if put AppData & "/audio/" & psound into tpath if the fileName of player pchannel is not tpath then stop player pchannel set the currentTime of player pchannel to 0 set the fileName of player pchannel to tpath start player pchannel else set the currentTime of player pchannel to 0 start player pchannel end if return true end if if ptype is empty then if mobileSoundChannelStatus(pchannel) is "playing" then mobileStopPlayingOnChannel pchannel end if mobileSetSoundChannelVolume pchannel, pvolume put "now" into ptype end if put AppData & "/audio/" & psound into tpath mobilePlaySoundOnChannel tpath, pchannel, ptype end playSound