Is there any way to trigger the built-in sounds when drawing your own screen instead of using the built-in screens? More specifically, I'm drawing my interface on a roImageCanvas, and would like to play the selection sounds when the user switches button selections. I've tried using an roAudioPlayer and some of my own very small mp3s, but the buffering delay, while only a few milliseconds, is still very noticeable which defeats the purpose.
On a related note, is there any way to access the built-in graphics for use with an roImageCanvas (maybe via an undocumented system:/ path or something)? I've used some of the graphics from the mock-up PSD as a stand-in, but it'd be much easier if I could use the built-in graphics.
My impression is that they are aware of the need of some sort of system sounds interface, and plan to address that in a future SDK release.
"TheEndless" wrote: I've tried using an roAudioPlayer and some of my own very small mp3s, but the buffering delay, while only a few milliseconds, is still very noticeable which defeats the purpose.
"a few milliseconds" is being generous. I was seeing anywhere from 750 milliseconds to a second delay when I was testing, but that was a few revs back. In some cases, very short sounds didn't seem to play at all.
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