60 millisecond sound delay

The first time around, the sound play’s exactly on time, After that it has about a 30-60 millisecond delay to re play it again. if i wait about 20 seconds it will be able to play exactly on time again…? Im new to the sound class, but i don’t *think *i have done anything wrong…

my sound is imported to the library, exported for actionscript,
i have tried:

var myAudio:Sound= new myCustomSound();
myAudio.play(0,1);

or

var myAudio:Sound= new myCustomSound();
var channel:SoundChannel=new SoundChannel();
channel=myAudio.play(0,1);

or

simply put the sound on the timeline of a movieClip

its all the same, in the play() method, i have tried start time of 0 or 1 or not at all,
same with # of loops.

i have tried to re-create the sound object each time its called, or have other sounds in the background, or create longer sounds. ive used mp3s,wavs, the audio file has no silence at the beginning of it.

this happens in the flash ide, or the published swf or on my phone using air for android settings, problem is on the phone its a larger delay i would say 60 to 150 milliseconds, otherwise it probably wouldn’t be a problem.

on my phone, using mrDoobs stats class i can actually see the frame rate drop from 30 to 25 back to 30 once that estimated 20 seconds is up and its “ready” to play on time again. Something happens after that 20 seconds that it clears up and it will play on time again. I dont know what to think:violin:

I re-created it in a regular non air/android swf and its the same issue, i attached it if anyone want to take a look. so hard to see the delay on a regular cpu as the response is good, but its there. click to make a noise, do it again once on the balls on the platform and you will see that tiny audio delay as the ball jumps. however wait 20 sec and it will be exact again.

thanks for any assistance on this.