Open guzuligo opened 7 years ago
You've generated wav files and are trying to play them on android separately from bfxr? (in which case I can't help, that's android specific)
Or making an AIR app using the API? (in which case, I guess I can't help - I don't have an android device)
Maybe i just can't be very helpful here? :|
Actually, I was talking about the API. I actually manage to use the sfxrSynth to generate a wave file, but only then I realized that the issue is an adobe Air issue since 2010.
:/ bummer
On Sat, Jul 8, 2017 at 6:16 AM, guzuligo notifications@github.com wrote:
Actually, I was talking about the API. I actually manage to use the sfxrSynth to generate a wave file, but only then I realized that the issue is an adobe Air issue since 2010.
— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/increpare/bfxr/issues/14#issuecomment-313834665, or mute the thread https://github.com/notifications/unsubscribe-auth/AAca4IDDBDI97C-TFcnI1SGFPTYdTSQlks5sLxCogaJpZM4OQ8H0 .
On android, there is a one second delay before the sound starts. I've tried using bfxr.cache but the delay wasn't removed. Is there a way to compile wave file in order to play it without a delay?