Hello everyone,
the title says it all, essentially: Why use a MemoryMappedAudioSource over reading from a plain AudioBuffer for sample playback. I imagine the former to be of use for DFD-streaming, where you want to preload a chunk of sample data into RAM, and still work nicely with the other AudioReader classes.
Apart from that, is there any immediate benefit (performance wise) for using a MemoryMappedAudioSource?
Thank you,
Christoph