Dave,

Thank you for your quick response. SoundPool is indeed the right way
to go
and I've got my SFX playing...pretty straight forward interface.

A small problem I'm having is that during playback I get a lot of:

W/AudioFlinger(   31): write blocked for 50 msecs

Also, although my (relative short) SFX are playing, the background
music fails with:

E/AudioCache(   31): Heap size overflow! req size: 1050624, max size:
1048576

This same audio track worked fine with JetPlayer. Any idea why
SoundPool thinks it's too big?

cheers,
k.

On 30 July, 17:27, Dave Sparks <[email protected]> wrote:
> triggerClip() was designed to play synchronized sound effects for
> musical games like JetBoy.
>
> If you just want to play random sound effects, I would use SoundPool
> instead.
>
> On Jul 30, 5:53 am, kk <[email protected]> wrote:
>
>
>
> > Hi all,
>
> > I'm using JetPlayer in order to add some audio to a game I'm
> > developing.
> > Using the examples in JetBoy I have managed to create a .jet file
> > using JetCreator and play an audio track.
> > So far so good. However, I'm having some trouble playing sound effects
> > for my game.
>
> > I have a set of very small .mid files, each containing a shooting
> > sound for a different weapon.
> > However, when I try to add the .mid file in JetCreator I get
> >    "The segment starting and ending times are illogical"
> > I'm guessing this is because the clip is too short and starting/ending
> > M/B/T are both 1/1/0 ?
>
> > The idea was to add these SFXs and then use triggerClip to play them.
> > My question is, background music aside (I can make that work) what's
> > the best way to add SFX in a game
> > so that you can trigger them at any point programmaticaly? (i.e. have
> > something like playShootingSFX1(),
> > playShootingSFX2(), etc. that will go and play the SFX immediately).
>
> > thx in advance,
> > k.

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