Thanks for the tip. I'll try OGG again. I started with OGG initially but I got thrown off by the "ANDROID_LOOP=true" metadata in the OGG file (as I've mentioned in another thread.
-Akshat On Nov 17, 12:33 pm, "[EMAIL PROTECTED]" <[EMAIL PROTECTED]> wrote: > Use OGG insteaed of WAVE. You'll find that it is lower overhead and > latency. > > We will have better audio support in a future SDK. > > On Nov 16, 1:20 pm, Cool Frood <[EMAIL PROTECTED]> wrote: > > > Hi, > > > What is the length of the files that you are trying to play? I'm > > trying to do the same with 0.2s long WAV files, but I just can't > > MediaPlayer to behave well. At first I tried 1 MediaPlayer, but it > > was too laggy. In my application, I'm trying to play the sound about > > 75 times a minute, that is, once every 0.8 seconds. At this rate, > > there should be plenty of time (0.6 s) between invocations, but even > > with a pool of 10 MediaPlayers, things don't work very well. Like > > Robert Green said in this thread earlier, MediaPlayer is just unusable > > for short, repeated sounds. How has your experience been so far? > > > On Nov 2, 11:20 am, tobias429 <[EMAIL PROTECTED]> wrote: > > > > Thanks for the tip! This actually does the trick. What I'm doing now > > > is a bit more complex. I've created a helper class that multiplies the > > > number of MediaPlayers used. So instead of using oneMediaPlayerfor > > > the bingSound, I use a new class, which internally creates an array of > > > MediaPlayers. bingSound is an instance of this helper class. If i call > > > bingSound.play(), the helper class initializes the firstMediaPlayer > > > in the array and starts it. > > > > When bingSound.play() is called again, the helper class takes the > > > secondMediaPlayerin the array and so on. With this I can fire off > > > the same sound very quickly several times, without having to make sure > > > that the sound has finished before it can be played once more. > > > > For all MediaPlayers created I set the onCompletionListener as you > > > suggested with the effect you described: the system does not fill up > > > withMediaPlayerremnants any more. > > > > With this everything works fine now. All in all pretty complex though. > > > > On 29 Okt., 09:27, blindfold <[EMAIL PROTECTED]> wrote: > > > > > With option 2, did you try using a setOnCompletionListener() with a > > > > bingSound.stop() and bingSound.release()? This cleaning up ought to > > > > prevent your system from filling up withMediaPlayerremnants - unless > > > > of course you make so many calls to bingSound.start() per unit of time > > > > that the system has no chance (on average) to finish playing one > > > > bingSound before the next bingSound request already comes in. This > > > > approach works for me. > > > > > Regards --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

