I'm trying to play a very small audio file - it's roughly 0.05s in length, and it's an uncompressed .wav file.
Rgiht now, I'm using AVAudioPlayer
to play the sound.
I intend to play the sound with high rapidity alongside a spinner, a la The Price Is Right or Wheel of Fortune. If I instantiate the AVAudioPlayer
with a loop count of 100, it does indeed play the sound very rapidly as I'd expect.
If I execute [audioPlayer play]
on each 'tick' of the spinner, however, the audio falls terribly behind. My guess is that, unlike setting a high loop count, [audioPlayer play]
requires complete setup and teardown of the audio clip's memory for each playback.
Is there any way to force the clip to remain set up in memory for a longer duration? It's a very frequent sound, and as such would also be okay with keeping it up during the entire app run.