Listen to Robert's advice, and most importantly, if you don't have a
need to manipulate the sounds during the game (e.g. Robert changes the
pitch dynamically in his game) stay away from the SoundPool.
Simply build your own sound pool based on MediaPlayer instances - I
know it works. It probably consumes more resources but you can't trade
safety for resource consumption. Also, there's a remote possibility
that in a OTA update the SoundPool might disappear and/or be replaced
by an incompatible class, which will break your game.

Cheers,
Stoyan

On Fri, Feb 13, 2009 at 7:01 AM, Robert Green <rbgrn....@gmail.com> wrote:
>
> David,
>
> Please search and read about all my soundpool tests.  Basically you
> must use OGGs totalling under 1MB and you can't call the stop or pause
> methods.  Many of us use it but you must be careful.
> - Show quoted text -
> On Feb 12, 3:11 pm, djp <david.perou...@gmail.com> wrote:
>> Hi,
>>
>> there seems to be a dead-lock problem when using sound effects with
>> SoundPool. I was hoping the the problem would be fixed in the new
>> firmware update, but unfortunately, it was not. The application still
>> locks up after couple of minutes when playing sound effects using
>> SoundPool. My application is a game playing a background music
>> scenario with multiple simultaneous sound effects.
>>
>> Any word from devs as when we can expect stable SoundPool would be
>> very welcome.
>>
>> Best
>> David
> >
>

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