Because of my game's framerate, playing a sound at a certain time will only trigger at a frame after that time, so i cannot get it precise. I've had the idea of adding some empty sound to the start of the sound (50ms or so) and playing it 50ms before and taking away the offset when it actually gets called to play, however, i have many small sounds which would cause my program to have an even greater RAM usage (even if it's only 50ms, it may still end up being a lot when i have 731 small sounds)
So my question is, can i make a sound play at a precise time independent of the game's framerate? (Possibly seeking negatively before the sound?)