- SDK Version: 38
- Platforms: all
Suppose x
is an Audio.Sound
instance and I execute x.playAsync()
. Do I have to wait until x
finishes playing before I can play x
again? So far there seems to be a delay between consecutive x.playAsync()
commands. I need to be able to play x
multiple times, e.g. in a game where I might fire something multiple times.
I guess the Async
bit suggests this isn’t possible, but is it possible some in-built way to achieve what I want?
I guess a work around would be to create my own sound pool manager which loads the same sound say 5 times as separate Audio.Sound
instances. That way I could fire my sounds in a cycle and they would appear to play synchronously.
Hopefully this wouldn’t waste memory, but not sure how expo-av
would process that in the background.