Why have you hijacked this thread?  Do you ride the small bus or
something?

On Sep 5, 4:34 am, Christopher Van Kirk
<christopher.vank...@gmail.com> wrote:
> Nah, it's a development issue. I need sound in my app, and the spotty
> nature of support for this API is rather a big thorn in my side.
> Probably in yours as well if you're building anything that needs
> attenuation capability.
>
> On 9/4/2011 8:05 PM, Michael Banzon wrote:
>
>
>
> > OT: Wooaaw! Cross list/support hack! :o)
>
> > On Sun, Sep 4, 2011 at 10:14 AM, Christopher Van Kirk
> > <christopher.vank...@gmail.com>  wrote:
> >> Sorry Dianne. I thought you were a general contact person for us peons 
> >> since
> >> I see you replying frequently. Could you do me a favor and pass this
> >> question on to whoever is appropriate to handle it?
>
> >> Thanks!
>
> >> On 9/4/2011 3:26 PM, Dianne Hackborn wrote:
>
> >> Um, why are you asking me?  I don't work on media.
>
> >> On Sat, Sep 3, 2011 at 3:42 PM, Christopher Van Kirk
> >> <christopher.vank...@gmail.com>  wrote:
> >>> We're seeing a lot more devices coming onto the scene with two or more
> >>> CPUs, and the SoundPool is broken on those devices. There is some kind of
> >>> race condition that's causing a busy hang from time to time when playing
> >>> sounds. The only workaround is to turn off the sound on such devices or
> >>> avoid using the SoundPool.
>
> >>> I'd say only 3 in 5 of the games in the market work on the SGS2, and maybe
> >>> 1 in 5 works on the SGT10.1...with the sound turned on.
>
> >>> Not having a reliable API for these popular devices makes developing for
> >>> them a nightmare.
>
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> >> --
> >> Dianne Hackborn
> >> Android framework engineer
> >> hack...@android.com
>
> >> Note: please don't send private questions to me, as I don't have time to
> >> provide private support, and so won't reply to such e-mails.  All such
> >> questions should be posted on public forums, where I and others can see and
> >> answer them.
>
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