title: Creating a single instance of a sound fx in MonoTouch and why is audio so bad for performance?
body: <p>What I'd like to do is create a re-usable audio class which doesn't allocate/deallocate resources beyond ints initialization/destruction.</p>
  
  <p>So a class such as:</p>
  
  <pre><code>class SoundInst
  {
     public SoundInst(string sounddir);
     public bool IsPlaying;
     public void Play(float volume);
     public void Stop();
  }
  </code></pre>
  
  <p>The reason I ask for such a thing is that I'm finding creating audio on the run is a prohibitively slow affair. My game runs at a solid 60fps without audio but with audio it drops to below 15fps when even one or two sounds are created and played in the same frame.</p>
  
  <p>What I found is that it's not the sounds themselves which are slowing things down but rather  creating them. I can run many sounds simultaneously and keep them on loop and it has no impact on performance.</p>
  
  <p>Any ideas on solving this problem of mine?</p>