Hi there,

I am using a SoundPool to control the SFX in my game, which is
targeted at Android 1.6 devices. Initially, I am able to do everything
I wish to do, but after sometime of playing the game (can be a few
minutes, can be more than thirty minutes), I am no longer able to play
sounds, and instead am seeing messages in my log such as:

SoundPool - sample 440 not READY

The thing is, these samples never become ready - in fact from this
moment on, no sound effects ever appear to be ready - it is almost as
if the thread that handles the loading gets stuck and then no more
sounds can load.

Any sounds that are loaded for the duration of the game can still be
played and function correctly, but sounds that get loaded per level
will no longer work from this point on.

I have a session of my game running now that is exhibiting this
problem, and some statistics I have are:

 - I have made 516 calls to load
 - I have made 513 calls to unload (I have three sounds that are
resident, all the other loads/unloads are as I have gone in and out of
many levels)
 - I have made 1547 play calls
 - I have made 1547 stop calls

I have spent some time debugging this now, and have ensured all load
and unloads match up, and the same for play/stop calls, but I am not
really sure what I can do next now. My only fallback I could code up
is to destroy the sound pool from time to time, and reload the
resident sounds - it isn't a clean solution, but I am at a loss as to
what else I can do. It feels like the problem is more likely to crop
up when loading/unloading lots of SFX in succession, I am not sure if
it could be a race case to do with a resource not quite being in a
loaded state, and not quite being in an unloaded state - of course
this whole situation is made a lot worse by the fact I don't have a
sensible method of querying when a sound is actually loaded in Android
1.6.

Someone out there must have a largish game on Android 1.6, using the
SoundPool successfully? Can anyone help?

Many thanks,

Steve

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