SuperpoweredAdvancedAudioPlayer doesn't load sounds into memory entirely. When you create an instance, there is the internalBufferSizeSeconds parameter, which is 2 by default. This means that only 2 seconds of audio will be in memory.
Articles in this section
- I have a question about how to sample-accurately "forward-schedule" playback of audio from any point in the audio file and I'm presuming that your advanced audio player is our friend?
- I want to reuse sound clip I already loaded into memory. Is there a method to reuse sound from memory?
- Would it be OK to load the full track into the 8 players and set cue points along the tracks ?
- Would superpowered allow me to seek anywhere within an audio file without loading it into memory and with no delay?