Hi, you don't need a callback. write() blocks until more data is needed. So you could just make a separate thread that pushes the data out as fast as write() will let it.
-niko On Dec 7, 9:02 am, JacobGladish <[email protected]> wrote: > MODE_STATIC still has a clicking sound when it loops. What I think I > need to do is continuously stream the data via AudioTrack.write(). Any > ideas on how how to manage the timing of this? I was thinking that I > should use setPositionNotificationPeriod() to call a callback every n > frames, and in that callback load up n more frames from my buffer. > > On Dec 7, 3:34 am, niko20 <[email protected]> wrote: > > > > > Hi, > > > Dont know the answer to that one, I haven't used AudioTrack in > > MODE_STATIC much. > > > -niko > > > On Dec 6, 11:39 pm, JacobGladish <[email protected]> wrote: > > > > What is the setLoopPoints (int startInFrames, int endInFrames, int > > > loopCount) on the AudioTrack? Will this cause the play() on a static > > > AudioTrack to loop or do I need to create a streaming AudioTrack and > > > manage my own timer calling write() repeatedly? > > > > On Dec 7, 12:13 am, JacobGladish <[email protected]> wrote: > > > > > I'm using mostly oggs and it still does it. I'm going to try the > > > > AudioTrack route. > > > > > On Dec 6, 9:19 pm, niko20 <[email protected]> wrote: > > > > > > Hi, > > > > > > Using only the built in Audio stuff (MediaPlayer, SoundPool), the only > > > > > way to get seamless looping is to use samples in OGG format. Otherwise > > > > > you'll need to load the data yourself and play it by shoving it out > > > > > continously into a AudioTrack stream. > > > > > > -niko > > > > > > On Dec 6, 8:03 pm, JacobGladish <[email protected]> wrote: > > > > > > > Has anyone been able to play a looping sound without any noticeable > > > > > > delays or ticking sounds when it resets? I tried using the > > > > > > MediaPlayer > > > > > > with setLookup(true). That seems to require that I manually fade-in > > > > > > the sound-bite with volume control slowing incresing in order to > > > > > > work > > > > > > around a nasty tick sound when I call play(), but there's still a > > > > > > very > > > > > > noticeable sound when the it loops. The SoundPool doesn't do any > > > > > > better and also seems to require some unknown delay between loading > > > > > > the sound and playing it. > > > > > > > I think my SoundPool issue is very similar to this: > > > > > > >http://code.google.com/p/android/issues/detail?id=1484 > > > > > > > I was hoping to get some feedback from someone who had any > > > > > > experience > > > > > > with this before trying the AudioTrack route.- Hide quoted text - > > > > > > - Show quoted text -- Hide quoted text - > > > > > - Show quoted text -- Hide quoted text - > > > - Show quoted text - -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

