- SDK Version: 38
- Platforms: all
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.