GameSalad

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Looping music - Tiny pause

DuesDues Posts: 1,159Member

Het guys!

Just imported my music and tried out the loop function, but I get this tiny pause before it starts over. Anyone else that has experienced this lately?

It's .wav files, and yes I have tested outside GS so that they are loopable :smile:

Comments

  • SocksSocks London, UK.Posts: 12,822Member

    @Dues said:
    Het guys!

    Het !

    @Dues said:
    Just imported my music and tried out the loop function, but I get this tiny pause before it starts over. Anyone else that has experienced this lately?

    This has always been the case, 'music' is streamed (rather than loaded into RAM like sound) so I guess that might be the reason for the tiny pause.

  • DuesDues Posts: 1,159Member
    edited June 2016

    @Socks said:

    @Dues said:
    Het guys!

    Het !

    It means hot in Swedish. You guys are hot ;)

    @Dues said:
    Just imported my music and tried out the loop function, but I get this tiny pause before it starts over. Anyone else that has experienced this lately?

    This has always been the case, 'music' is streamed (rather than loaded into RAM like sound) so I guess that might be the reason for the tiny pause.

    Thanks for the clarification. I know I've read about it before, just thought it might had been solved :)

  • DuesDues Posts: 1,159Member

    @Socks

    Are there any disadvantages when importing and using music as sound?
    I just tried that and the looping works perfect.

  • SocksSocks London, UK.Posts: 12,822Member

    @Dues said:
    @Socks

    Are there any disadvantages when importing and using music as sound?
    I just tried that and the looping works perfect.

    From what I understand Music (for example on an iPad) is streamed and decoded by the device's hardware, this should save on processor overhead, and as it's not loaded into RAM, this should save on memory usage too.

    Sound on the other hand is loaded into RAM and handled by the processor.

    The disadvantages to Music would seem to the tiny pause - presumably caused by the streaming process.

    It would be good to have things like this clarified by GameSalad.

  • vikingviking Posts: 322Member, PRO

    Maybe play a sound effect at the end of the music to mask the gap somehow? No sound is very noticeable in a looping song, but maybe a sound effect (sound from the song perhaps) could hide it. Worth a try I guess...

  • DuesDues Posts: 1,159Member

    @Socks said:

    @Dues said:
    @Socks

    Are there any disadvantages when importing and using music as sound?
    I just tried that and the looping works perfect.

    From what I understand Music (for example on an iPad) is streamed and decoded by the device's hardware, this should save on processor overhead, and as it's not loaded into RAM, this should save on memory usage too.

    Sound on the other hand is loaded into RAM and handled by the processor.

    The disadvantages to Music would seem to the tiny pause - presumably caused by the streaming process.

    It would be good to have things like this clarified by GameSalad.

    Alright thanks! :)

    @viking said:
    Maybe play a sound effect at the end of the music to mask the gap somehow? No sound is very noticeable in a looping song, but maybe a sound effect (sound from the song perhaps) could hide it. Worth a try I guess...

    Going to test importing the music as sound and see how it works out.

Sign In or Register to comment.