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. > > --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

