Has anyone been kind enough to create a sound/media pool using
MediaPlayer instances and made it open source for the rest of us to
use? It seems like it is a pretty common problem that many developers
could take advantage of some well written and tested code.

Peter


On Feb 13, 12:04 am, Stoyan Damov <[email protected]> wrote:
> 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 <[email protected]> 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 <[email protected]> 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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