I'm experiencing the same thing. Users of galaxy S2 devices are
emailing and commenting saying the game randomly crashes. I'm now
asking them to disable all in-game sounds in hopes that this helps.
On Jun 13, 12:40 pm, Andy m...@tekx.de wrote:
I have a strange Problem in my Game. I use
I am seeing the same behavior in our game as well! Has anybody come up
with a workaround for this problem or are we just at the mercy of
Samsung to push out a bug fix?
On Jun 22, 1:12 pm, Andy m...@tekx.de wrote:
I preload my Sounds via loadso that i didn't have to reload on
runtime...
but
I'm also experiencing SoundPool problems on Samsung Galaxy S2.
Sometimes the call to SoundPool.load(context, resId, priority) simply
hangs indefinitely. At other times (though fewer) I had crashes, which
I believe are related to this as well.
On Jun 15, 9:35 am, Andy m...@tekx.de wrote:
I ruled
I preload my Sounds via loadso that i didn't have to reload on
runtime...
but even then only py using .play(.) something is wrong on the S2.
The SoundPool uses a native SoundPool in the Background...i expect a bug
there
If someone know a workaround it would be very much appreciated
i m mudasar
On Jun 13, 12:40 pm, Andy m...@tekx.de wrote:
I have a strange Problem in my Game. I use SoundPool for my FX Sounds and it
worked fine so far.
But with the new Samsung Galaxy S2 some bad reviews where incoming
concerning random crashes.
I narrowed it down to the SoundPool but
I ruled out following things:
* Mediaplayer still works (for Background Loops)
* Increasing the MaxStream doesn't solve the Problem
* Switching refering Context to the most actuall doesn't solve the Problem
* Commenting out the AudioManager (vor current Volumes) doesn't solve the
Problem
So
I have the same problem. I've been getting segfaults originating from
libsoundpool.so in the stack trace. Still investigating...
On Jun 13, 3:40 pm, Andy m...@tekx.de wrote:
I have a strange Problem in my Game. I use SoundPool for my FX Sounds and it
worked fine so far.
But with the new
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