One more thing you need to know:

Soundpool crashes if you change the pitch over 1.5 or under .5.  I
created multiple "engine" samples for higher and higher pitches, so no
matter how high you hear the engine on light racer, it never goes
above 1.5 playback rate.  Soundpool is actually a really nice API for
game sound FX and I really hope it doesn't go away because it's
perfect for that application.  I just hope that things like that are
fixed in the future.

On Feb 13, 10:34 am, Marco Nelissen <[email protected]> wrote:
> There is a known problem (fixed in cupcake) with SoundPool that will cause
> it to lock up if you try to play more simultaneous sounds than the capacity
> of the SoundPool. If you specify the capacity of the SoundPool to be higher
> than the largest number of sounds you will ever play at the same time, then
> it should work.
>
> On Thu, Feb 12, 2009 at 1:11 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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