While this thread is rather old, I have a similar issue - while using
the soundpool with the correct streamIDs.

There is a looping sound being started, remembering its stream id. But
when I try to stop it like this:

SoundPool.stop(mId);

nothing happens... the sound simply keeps looping. This happens on
API3, API4 and API7... The only way to stop the sounds is by releasing
the soundpool instance - but this way, I have to reload all pre-cached
data again.

On Aug 29, 9:16 am, Jason <[email protected]> wrote:
> I use the pause() method inSoundPool... implemented since API level 1
>
> http://developer.android.com/reference/android/media/SoundPool.html#p...)
>
> The streamID(int) is obtained when you play the sound:
>
> http://developer.android.com/reference/android/media/SoundPool.html#p...,
> float, float, int, int, float)
>
> "Returns non-zero streamID if successful, zero if failed"
>
> Retain this streamID in your reference the sound, then you can pause
> it using the pause/resume methods.
>
> Personally I create a wrapper object (I call a Sound) which exposes
> simple methods like play(), pause(),stop() etc and the internals of
> streamID etc are handled in this class.  That way I can swap between
> using theSoundPooland MediaPlayer but still have the same "Sound"
> class exposed to the app.
>
> On Aug 29, 8:32 am, BryBam <[email protected]> wrote:
>
>
>
> > Quick note: I'm using theSoundPoolclass
>
> >http://developer.android.com/reference/android/media/SoundPool.html
>
> > What I have here is a simple button that plays a looped sound while
> > it's pressed. It works great. However, sounds.autoPause(); wasn't
> > introduced until API 8 and I really need something that is cupcake
> > compatible (API 3) So i was going through the dev reference site
> > filtered by API 3 stuff and i saw pause so i figured i'd try
> > sounds.pause(sound); but it doesn'tstopthe sound when i release it.
> > (Maybe i'm just using it wrong?) Does anyone know of a cupcake
> > friendly way tostopthis sound? thanks!
>
> > edit: also tried sounds.stop(sound); that didn't work either.
>
> > The Code:
>
> > My onCreate:
>
> > sounds = newSoundPool(5, AudioManager.STREAM_MUSIC, 0);
> > sound = sounds.load(this.getApplicationContext(), R.raw.red_long_one,
> > 1);
> > Then here's my touch event
>
> > @Override public boolean onTouch(View arg0, MotionEvent event) {
>
> >             switch (event.getAction() ) {
> >             case MotionEvent.ACTION_DOWN:
> >                 System.out.println("touch");
> >                 sounds.play(sound, 1, 1, 1, -1, 1);
> >                 break;
> >             case MotionEvent.ACTION_UP:
> >                 System.out.println("up");
> >                 //autoPause does not work on anything lower than sdk8
> >                 sounds.autoPause();
> >                 break;
> >             }
>
> >             return false;
> >         }
> > I don't understand why sounds.stop(sound); doesn't seem to work, that
> > seems to but what any article i read recommends to do
>
> > I think it's worth noting that if i use sounds.stop(sound); it works
> > ONE time then after that it won'tstopafter i let go. but the first
> > press and release it works as intended.
>
> > Now, I know on the andoird site it says streamID and not soundID but i
> > have no idea how to get the streamID

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