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Hi, someone know what is the most responsive way to play a sound after a collision?

I'm using Area2d to send signal inside an instanced scene, and then playing by AudioStreamPlayer from that scene, but I'm having a slight delay about 0.1 sec.

Is that normal, or Im doing something wrong.
EDIT: maybe there is a way to add sounds to a buffer?
Thx

in Engine by (49 points)
edited by

Did you check your sound file? (i.e. with audacity). Perhaps the most part of the delay is inside the sound data.

To combat sound latency inherent to real-time audio engines, you can also find a way to play the sound just before the collision (if it's very likely to happen). You could use a RayCast node to predict this.

Problem is also that the delay is not always the same.
I'm making a percussion app based on collisions so its pretty noticeable

1 Answer

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Best answer

I used audiostream2d and it sounds much better

by (49 points)
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