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Editorial Team
Asked: May 11, 20262026-05-11T20:29:39+00:00 2026-05-11T20:29:39+00:00

I’m making a flash, which is basically a very simple tracker. My question is

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I’m making a flash, which is basically a very simple tracker. My question is about sequential playback and more specifically timing problems.

The SoundChannel-object conveniently provides a SoundCompleted-event, but relying on that results in tiny gaps between sounds, which (sadly) makes it useless.

All I’ve managed to dig up so far, are tutorials using events triggering every millisecond and manually watching for the tick where to start the next sound. This seems a little hackish and unnecessarily resource wasteful.

Is there a better way to timing sounds sequentially with gapless playback?

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  1. Editorial Team
    Editorial Team
    2026-05-11T20:29:39+00:00Added an answer on May 11, 2026 at 8:29 pm

    That could work, but timeouts are not independent of framerate, or not entirely anyway. They trigger, as you say, as close to the set timeout as possible but I’ve found that there is some variation in the exactness depending on the framerate.

    But as to the original problem, I did some research and answered it myself.

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