This is probably not helpful, but: * did you mean to have the loop value of -1? (infinite looping sound) * can you try triggering the sound later, after the load has had a chance to complete (I believe the sound samples load asynchronously, but cannot be played until the samples are all squared away).
On Jan 8, 8:25 pm, LysolPionex <[email protected]> wrote: > I'm trying to get a sound to play from a widget. The code (below) is a > near copy of code from another project which successfully plays > sounds. The sounds which I use work in other projects, and working > sounds from other projects also don't play in this project. > > I think I just need a pair of fresh eyes. > > Thanks for any insight! > > ....... > public void onReceive(Context context, Intent intent){ > > ....... > > //for deciding which sound to play > int soundToPlay; > > ....... > > /****************** > * Play the sound * > ******************/ > //make a sound pool > SoundPoolsoundPool= newSoundPool(4, AudioManager.STREAM_MUSIC, > 0); > int soundID =soundPool.load(context, soundToPlay, 1); > > /**************************************************** > * this showssoundPool.play() returning a 0 * > ****************************************************/ > CharSequence text = soundID + " -> " +soundPool.play(soundID, 1, > 1, 1, -1, 1); > int duration = Toast.LENGTH_SHORT; > Toast toast = Toast.makeText(context, text, duration); > toast.show(); > > ....... -- 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

