Any suggestion? On May 20, 3:17 pm, quill <[email protected]> wrote: > Hi all, > > I have a thread to play audio and animation together. It's a frame > animation. The drawable resources are in sdcard. When I play the > animation, I use a handler to send message to refresh images one by > one. > Here's my code: > final Handler handle = new Handler(){ > public void handleMessage(Message msg){ > super.handleMessage(msg); > BitmapDrawable bmpDraw = new BitmapDrawable("sdcard/ > anim/"+msg.obj); > imageView.setBackgroundDrawable(bmpDraw); > imageView.invalidate(); > if(msg.what < fileNames.length-1){ > sendMessageDelayed(obtainMessage((msg.what+1), > fileNames[msg.what+1]),50); > } > }}; > > handler.sendMessage(handler.obtainMessage(0,fileNames[0]); > MediaPlayer mp = new MediaPlayer(); > ...//play audio > > The animation performs fine, but the audio will be stopped when it > begins to play for seconds. From logcat I see AudioFlinger: write > blocked for 89 msec... > > I don't use AnimationDrawable because there are many images in sdcard, > when I use addFrame(AnimationDrawable.createFromPath(...)) I got an > OutOfMemory Exception. > > Am I doing the right thing? Can anyone help me?
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