Open GoogleCodeExporter opened 9 years ago
Please excuse me if I've posted in the wrong section. I don't consider it a
defect. I'm sure the delay cannot be avoided because of the encoding. Just
looking for workaround.
Kiril
Original comment by bouncing...@gmail.com
on 23 Jun 2011 at 7:25
I'm not sure where a delay might come from, since the position directly
reflects the samples within the .wav file. I would have to conduct some tests
of my own.
I can tell you this though, the position is calculated as follows:
wav length in ms, LEN = number of samples / sample rate * 1000
current position, POS = current sample * LEN / number of samples
Original comment by b.bottema
on 8 Jul 2011 at 8:39
I have also noticed a delay that persists throughout the playback. I have a
SoundComplete event that is supposed to reset some buttons in my app, but the
buttons reset about a second before the playback finishes. I also notice that
it cuts off the first second of the recording (because it started recording
about 1 second after I start talking in my tests). Is there a workaround or a
way to make the events match what comes out of the speakers?
Original comment by justin.s...@gmail.com
on 9 Jan 2012 at 9:26
Sorry. I should mention I am on a mac, using Flash CS5 and Snow Leopard 10.6.7.
Original comment by justin.s...@gmail.com
on 9 Jan 2012 at 9:27
I'm also on a mac using Flash Builder CS5.5 and building a Flex App. I'm having
the exact same problem. The position starts to move roughly a second before the
sound is audible and the Event.SOUND_COMPLETE gets fired the same amount of
time too late.
By the way this problem appeared in version 0.6 and 0.8
A fix for this would be greatly appreciated. A workaround would be to start a
timer each time and thus delay the actions one wants to synchronize ... but
then again it would be good to know if we all really experience the same amount
of delay or if it varies from computer to computer
Original comment by konstant...@gmail.com
on 13 Jan 2012 at 12:55
Sorry for the double email, I meant to say that the SOUND_COMPLETE gets fired
too early, not too late.
Also ... I don't know if this is related to the problem but the
WavSoundChannel.position progresses very jumpy. Traced at 30 FPS the position
stays the same for about 5-6 frames, jumps forward (about 200ms) and stays
again for 5-6 frames.
Original comment by konstant...@gmail.com
on 13 Jan 2012 at 1:03
I'm also having the issue of the SOUND_COMPLETE firing too early.
I think the problem is that 8192 bytes are buffered, *then* SOUND_COMPLETE gets
fired, and only *then* is the audio actually played (WavSoundPlayer's
onSamplesCallback function calls playingWavSound.buffer which buffers through
8192 bytes in the array and, if "finished", fires the event. I think it might
be better to have the event fire *after* the sound is played.
Original comment by jordanth...@gmail.com
on 1 Jun 2012 at 9:34
Looking over various documentation, it looks like the SoundChannel object is
actually supposed to trigger the SOUND_COMPLETE so it should definitely be
happening in the WavSoundChannel file... only question is how we set it up so
that it triggers *after* the audio has actually played.
Original comment by jordanth...@gmail.com
on 1 Jun 2012 at 9:47
I'm open to any ideas.
Original comment by b.bottema
on 14 Aug 2012 at 1:47
Original comment by b.bottema
on 29 Aug 2012 at 9:35
i just posted a near identical issue as well, perhaps we can compare to see if
we experience the same thing and get this nuance fixed!
Original comment by gunuse.t...@gmail.com
on 5 Sep 2012 at 11:44
Original issue reported on code.google.com by
bouncing...@gmail.com
on 23 Jun 2011 at 7:23