b1441: Loop, end, and TRIGGER on very short items (~<10s)

It may of course be my ‘old’ 1GHz processor, but very short looped items take ages to start, then loop, then take ages to notice the ‘fadeout’ command. Similarly, short items take several seconds after EOF to actually stop and (as this is in the Cartwall) to reset. Items with TRIGGERs and/or Actions on stop also misbehave.

It all seems as if the Player is struggling to process start/loop/end of very short files ‘in time.’

BFN
Cad

This is reminiscent of the problem that used to exist in v3, which was solved somewhere about 3.1, if I recall.

Any ideas on this, Torben?

BFN
Cad

Haven’t had the time to test this yet.

Currently, the loops are handled on player level which can introduce a (small) delay on slower machines. Perhaps I should eventually move that down to BASS level.