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Home/ Questions/Q 256563
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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T22:01:28+00:00 2026-05-11T22:01:28+00:00

I have a performance-intensive iPhone game I would like to add sounds to. There

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I have a performance-intensive iPhone game I would like to add sounds to. There seem to be about three main choices: (1) AVAudioPlayer, (2) Audio Queues and (3) OpenAL. I’d hate to write pages of low-level code just to play a sample, so that I would like to use AVAudioPlayer. The problem is that it seems to kill the performace – I’ve done a simple measuring using CFAbsoluteTimeGetCurrent and the play message seems to take somewhere from 9 to 30 ms to finish. That’s quite miserable, considering that 25 ms == 40 fps.

Of course there is the prepareToPlay method that should speed things up. That’s why I wrote a simple class that keeps several AVAudioPlayers at its disposal, prepares them beforehand and then plays the sample using the prepared player. No cigar, still it takes the ~20 ms I mentioned above.

Such performance is unusable for games, so what do you use to play sounds with a decent performance on iPhone? Am I doing something wrong with the AVAudioPlayer? Do you play sounds with Audio Queues? (I’ve written something akin to AVAudioPlayer before 2.2 came out and I would love to spare that experience.) Do you use OpenAL? If yes, is there a simple way to play sounds with OpenAL, or do you have to write pages of code?


Update: Yes, playing sounds with OpenAL is fairly simple.


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  1. Editorial Team
    Editorial Team
    2026-05-11T22:01:28+00:00Added an answer on May 11, 2026 at 10:01 pm

    AVAudioPlayer is very marginal for game audio. Tackling AudioQueue or OpenAL by adapting one of the examples is definitely the way to go. latency is much more controllable that way.

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