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
-~----------~----~----~----~------~----~------~--~---

Reply via email to