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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