I've found SoundPool to be more reliable when you use ogg format files. Anything else causes trouble. For example sounds wont play or exceptions are thrown.
On Jan 14, 10:13 am, Neilz <neilhorn...@googlemail.com> wrote: > Well I've got mine working fairly well by using a SoundPool which only > instantiates the sounds once, at application start up, rather than > everytime the game is played. I don't get any locking problems now. (A > quick search on SoundPool brings up several posts on the problem). > > But sometimes the sounds just fail to load, and give a message saying > "Sample x not ready". A reboot seems to solve it, but it shouldn't > have to... > > On Jan 12, 3:41 pm, OldSkoolMark <m...@sublimeslime.com> wrote: > > > I use SoundPool in my metronome application. Very short clips > > repeating at up to 300BPM, no problem. I'd like to know what the > > known issues you refer to are, as so far, I haven't been burned by any > > of them, and would like to steer clear of them going forward. > > > On Jan 12, 7:14 am,Neilz<neilhorn...@googlemail.com> wrote: > > > > Hi all. I'm developing an app where I want to play a regular sound > > > clip, like for example when a ball bounces or a rocket fires, small > > > wav files which are called repeatedly. > > > > I have been using the android.media.SoundPool class - but this has > > > known issues and after a few runs it locks up the application. As far > > > as I can tell from my research, this has not been fixed, which is > > > really frustrating as it's been the case since 1.5. > > > > What other options do I have? There are plenty of games on the market > > > which use sound, so there must be something out there! > >
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