Synthesizing MP3 data...
Hi,
I am observing a small but significant delay betwen calling Sound.play() and
the sound actually being played. The nature of the program I am writing
requires that there be no delay here at all, or at least a constant delay, or
else the playback (of lots of small sample mp3s) sounds bad.
To get around this I was wondering how one might go about synthesizing an MP3
stream...
Is it possible to fake up a stream of bytes and present it to the media API as
an MP3 to be played? Or is this right out of court? The idea comes from a
project I saw recently - Quake implemented in Silverlight - which fakes up the
graphics by generating a PNG image for each frame.
Many thanks!
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