I can't commit to a date, but I can tell you that it will be addressed
in the next SDK release.
On Nov 10, 1:27 pm, Robert Green [EMAIL PROTECTED] wrote:
Unfortunately it is the only suitable API for sounds in games at the
moment. I tried to use MediaPlayers for mine and the performance and
Awesome. I look forward to that.
Is there any talk of exposing the audio buffer for direct input to the
device? I'd like to get started on the G1 Virtual Kazoo but you know
I need to synthesize that so without being able to fling my audio
somewhere, I can't do it :)
On Nov 11, 1:56 pm, Dave
I'm in the same boat - I've got an app idea that needs to be able to
do realtime analysis of the sound being recorded - this doesn't seem
to be possible yet either. I guess we can only hope for it in a later
revision, or work on adding such things in ourselves.
- michael
SoundPool is undocumented because it is not ready as a public API and
is subject to change. There are serious problems with it including the
likelihood that your application will deadlock if you attempt to use
it. When it is ready, we will publish the API documentation.
On Nov 9, 5:04 pm, g1bb
Unfortunately it is the only suitable API for sounds in games at the
moment. I tried to use MediaPlayers for mine and the performance and
player management was sub-par. I had problems with it but after I
switched to OGGs they seemed to go away. I'm prepared to retrofit my
games once the API is
Yeah there's something you need to know about SoundPool: Init well
before playing - that is, you need to know way ahead of time what
sounds you will be using because it doesn't work well to play
immediately after initializing. I think they attempt to initialize
asynchronously or something
This worked great. Thank you very much. The lack of documentation on
SoundPool is disturbting.
On Nov 9, 2:10 pm, Robert Green [EMAIL PROTECTED] wrote:
Yeah there's something you need to know about SoundPool: Init well
before playing - that is, you need to know way ahead of time what
sounds
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