Hi all,

any ideas on how to implement a kind of OnCompletionListener ?
As I want to queue 2 sounds after each other :/

Any help appreciated.

Best Regards,
plusminus

On 15 Okt., 08:47, Robert Green <[EMAIL PROTECTED]> wrote:
> I just read the whole discussion.  All I can say is... What were they
> thinking??  How is a developer supposed to be able to generate or
> synthesize audio real time?  These are important apps.  Just look at
> the guitar or harmonica app for the iPhone.  Those are very popular
> and do exactly that.
>
> I'm just dumbfounded that the API developers don't provide such basic
> functionality as setting a byte stream datasource for a media player.
> Media players also are not adequate at all for games other than
> providing the background music.  Games often times have small samples
> that are played very often and need to be layered on each other.
> Maintaining a media player pool seems very heavy and cumbersome just
> to achieve this, not to mention you may end up with a 100 media
> players if you have 30 different samples and estimate that it would be
> possible to play 3 at a time of each.
>
> Another problem is that for racing, flying and other games which have
> an "engine" sound, it's not possible to get the pitch of the engine to
> match the speed shown on the game without being able to change the
> sampling rate of the sound.  I used SoundPool for that because it
> supported changing the sampling rate while playing and it does work
> correctly for me right now.  Whoever designed SoundPool definitely
> knew what they were doing for games because it's the right kind of API
> for that but we still have the problem of not being able to produce
> our own stream of audio on the fly and play it which limits what kind
> of apps we can write and the general quality of the audio in games and
> other applications.
>
> Originally I was thinking that I'd go the old school route on the
> sound in my game and just mix the audio in an update routine and
> constantly feed the sound buffer but there is no option for this.
>
> Unbelievable.  I find this really discouraging.  It's also very
> frustrating that there is a SoundPool API which DOES WORK given a few
> bugs and workarounds in the SDK 1.0 and is very suitable for 90% of
> gaming applications as well as soundboard style apps and I'm sure
> other things.  Why would they get rid of this?!
>
> blindfold - Where did you find that it's not supported under 1.0 r1?
> I can't find any documentation on whether it's supported, intended for
> future or recently added and already deprecated.
>
> On Oct 15, 3:01 am, blindfold <[EMAIL PROTECTED]> wrote:
>
> > > it works on both the emulator and a real G1.
>
> > So you have access to a real G1. Lucky you!!
>
> > > I'm really surprised that there is no access to the audio buffer.
> > > How are we supposed to write dynamic audio generation apps?
>
> > Unfortunately not supported by Android SDK 1.0 r1. See
>
> >http://code.google.com/p/android/issues/detail?id=739
>
> > and search this group for discussions on "ByteArrayInputStream".
>
> > Regards
>
> > On Oct 15, 12:43 am, Robert Green <[EMAIL PROTECTED]> wrote:
>
> > > I used it for my game and it works on both the emulator and a real
> > > G1.  Just follow my example.
>
>
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