I have about a total of 40 sounds in my game. I preload about 25 and load for stream on the other 15.
The issue I have is that if I try to call audio.play() on a handle that was created by audio.loadStream(), it plays the first time, but not the second. Then it plays the 3rd time, but not the fourth, etc.
Basically every other time I try to play a streaming sound it doesn’t play. The audio.play() actually returns a valid channel (non zero) for all calls to play the stream, but half the time the onComplete callback gets called immediately and I never hear the sound.
If I change those sounds to use audio.load() instead of audio.loadStream() then the sounds play EVERY time. This seems like a bug with streaming sounds. However, it is possible I am doing something wrong.
Before someone chimes in and says “it works for me”, please make sure you are just calling audio.loadStream() ONE time at start up. If you are calling it every time you are about to play the stream then you are also closing the stream when it is done, so that isn’t the same as opening it once and trying to play it multiple times from the same handle.
I can reproduce this in the Windows Simulator and on any of my iOS devices. [import]uid: 16734 topic_id: 26554 reply_id: 326554[/import]