triggerClip() was designed to play synchronized sound effects for musical games like JetBoy.
If you just want to play random sound effects, I would use SoundPool instead. On Jul 30, 5:53 am, kk <kkostia...@gmail.com> wrote: > Hi all, > > I'm using JetPlayer in order to add some audio to a game I'm > developing. > Using the examples in JetBoy I have managed to create a .jet file > using JetCreator and play an audio track. > So far so good. However, I'm having some trouble playing sound effects > for my game. > > I have a set of very small .mid files, each containing a shooting > sound for a different weapon. > However, when I try to add the .mid file in JetCreator I get > "The segment starting and ending times are illogical" > I'm guessing this is because the clip is too short and starting/ending > M/B/T are both 1/1/0 ? > > The idea was to add these SFXs and then use triggerClip to play them. > My question is, background music aside (I can make that work) what's > the best way to add SFX in a game > so that you can trigger them at any point programmaticaly? (i.e. have > something like playShootingSFX1(), > playShootingSFX2(), etc. that will go and play the SFX immediately). > > thx in advance, > k. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en