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Audio / Disable automatic attack with Sound.play() ?
« on: March 05, 2023, 03:55:06 am »
Hello, I've been using sfml to play raw audio data and I found that using Sound.play() automatically adds a small attack (around 4 ms) to the sound (I assume to prevent clicks and pops). Is there any way to disable this feature? If this isn't what's going on, is there a reason this is happening?
The attached image, shows two sine waves played back to back. You can see where one ends and the other starts because its "ramping up" the volume over a short time, which I'd like to remove.
My code simply fills an audio buffer with a sine wave. No attack code on my end.
Thank you!
The attached image, shows two sine waves played back to back. You can see where one ends and the other starts because its "ramping up" the volume over a short time, which I'd like to remove.
My code simply fills an audio buffer with a sine wave. No attack code on my end.
Thank you!