SoundPool isn't designed to work with that much "sound". The internal buffer is around 1MB, and that's after decompression from the source file. If you really want to use SoundPool, you're going to have to use less sound. You could try a shorter clip, smaller frequency (8 instead of 44), mono instead of stereo. Or you could use a MediaPlayer instead of SoundPool and use callbacks to trigger looping behavior.
- dave http://www.androidbook.com/proandroid3 On Aug 23, 3:09 pm, jpathak <[email protected]> wrote: > Hi, > > I'm facing a weird problem in soundpool. I try to play a sound with > pool.load(AssetFileDescriptor, priority), for an OGG sound (44Khz, > stereo, 112Kbps, 29 seconds), and then calling pool.play(). The sound > starts to play, however it truncates at around 6 seconds. Also, when I > try to loop with loop=true, it gives "not enough memory" message on > logcat. Can anyone help? > > Thanks, > -Jay. -- 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

