Comments (2)
I assume you're reusing the same Sound instance. In that case, if your click sound is longer than 250ms, and you tap faster than 4 times a second, some of the play()
calls will be no-ops because the previous calls aren't finished. The solution is pretty simple: create and play a new Sound instance for each click. Or better yet, create a pool of reusable Sound instances to minimize delays.
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Thanks! That works great.
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Related Issues (20)
- Sounds playing when iPhone is in silent mode and setCategory('Ambient') HOT 3
- .Play method are being calling itself repeatedly after numerous calls HOT 1
- ERROR TypeError: null is not an object (evaluating 'RNSound.IsAndroid')
- Stoping audio before component unmount, not working HOT 5
- Not working in conjunction with useEffect HOT 4
- setCategory() mixWithOthers boolean does not work HOT 3
- using new AvAudioPlayer feature fadeDuration issue. setVolume(1, {fadeDuration:3}) doesnt work it just plays at volume 1 immediately HOT 1
- Is there any audio puase/stop listener? HOT 2
- Fail to load sound in Android apk. { extra: -2147483648, what: 1 } HOT 1
- Audio plays as soon as an instance is created HOT 10
- Update import format to XCode 14.2 compat
- Audio after playing not stopped
- Sound.setCategory('Playback') not working
- Play function stops working after playing multiple videos HOT 1
- Playing the next track in the done callback of the play() function doesn't work HOT 1
- Can not build in Windows HOT 4
- It is not working on Ios version 16.6 HOT 2
- Uncaught Error: Cannot read property 'IsAndroid' of null HOT 2
- React Native 0.71.0 incompatibility HOT 1
- Include Guidelines for Allowing Assets in Audio Files
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