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Home/ Questions/Q 1077655
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Editorial Team
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Editorial Team
Asked: May 16, 20262026-05-16T21:36:26+00:00 2026-05-16T21:36:26+00:00

I have a drum app that I’ve created basing it off of AVAudioPlayer instead

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I have a drum app that I’ve created basing it off of AVAudioPlayer instead of the common system sounds in order to have a bit of control.

The problem is that whenever two or more sounds are played at once, it lags and stops alls sounds, so your drum beat gets choppy and randomly stopped.

For example: boom boom chhhhh boom boom ch— boom bo—- chhhhh

If you can tell at all from that onomatopoeia.

Here’s the sound code, I have an array of preloaded AVAudioPlayer so that it loads faster.

- (void)triggerSound:(NSInteger)soundNumber {
    NSInteger deltaNum = soundNumber*numberOfBuffers;
    AVAudioPlayer *lowBuffer = [bufferBox objectAtIndex:deltaNum];
    Boolean soundFired = FALSE;
    // Find an unused buffer if possible, otherwise play sound from first buffer.
    for (int i=0; i<numberOfBuffers; i++) {
        NSLog(@"Buffer loop: %d", i);
        NSLog(@"Buffer to load: %d", deltaNum);
        AVAudioPlayer *tempBuffer = [bufferBox objectAtIndex:deltaNum+i];
        if (!tempBuffer.playing) {
            tempBuffer.currentTime = 0;
            [tempBuffer play];
            soundFired = TRUE;
            break;
        } else if (lowBuffer.currentTime>tempBuffer.currentTime) {
            lowBuffer = tempBuffer;
        }
    }
    if (!soundFired) {
        lowBuffer.currentTime = 0;
        [lowBuffer play];
        soundFired = TRUE;
    }
}

That method is called in the IBAction button press. ex: [drumObject triggerSound:3].

All help appreciated!

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-16T21:36:26+00:00Added an answer on May 16, 2026 at 9:36 pm

    I’ve had much better experiences with the OpenAL API for some games. It is very different and more low level (you have to deal with sources and buffers) but it worked much better for me than AVAudioPlayer.

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