Agreed. It takes about 100 msecs to spin up the audio output once it
goes to standby. You will seeing something like this in the log:

W/AudioFlinger(   35): write blocked for 103 msecs

If it's taking several seconds, there must be something else involved.

On Apr 1, 11:51 am, Marco Nelissen <marc...@android.com> wrote:
> I'm surprised that calling start() has no effect, and that it takes several
> seconds for playback to work again.
> Do you have the same issue when playing a file in the music player, for
> example?
>
> On Tue, Mar 31, 2009 at 5:35 PM, Eric M. Burke <burke.e...@gmail.com> wrote:
>
>
>
> > I have an Activity that plays a brief OGG "pop" sound effect when
> > bubbles pop. To keep it fast and to ensure I can play several pops, I
> > create four MediaPlayer instances. I synchronize access to a pool of
> > instances, so I can play up to four pops at once. Once a sound
> > completes, I call seekTo(0) and return the MediaPlayer instance to my
> > pool.
>
> > Here is a rough sketch of the code:
>
> > // when the activity resumes...
> > for (int i=0; i<4; i++) {
> >  MediaPlayer mp = MediaPlayer.create(context, R.raw.pop);
> >  mp.setOnCompletionListener(this);
> >  mp.setVolume(1f, 1f);
> >  players.add(mp); // put into a pool of available players
> > }
>
> > // when a bubble pops...
> > MediaPlayer mp = ...get player instance from the pool
> > if (mp != null) {
> >  mp.start(); // works! plays the pop sound
> > }
>
> > // implement the OnCompletionListener interface
> > public void onCompletion(MediaPlayer mp) {
> >  // seek to the start so I can play the sound fast the next time
> >  mp.seekTo(0);
> >  ....return the MediaPlayer to the pool
> > }
>
> > Here is the problem. The pops all work so long as my game is active.
> > But if I let it sit there for just a few seconds, I see this in the
> > LogCat console: (on my G1 phone)
>
> > AudioHardwareMSM72xx Going to standby
>
> > Once this happens, the next several calls to MediaPlayer's start()
> > method play nothing...but they do cause the audio hardware to wake up
> > again, so then my sounds eventually (after a few seconds) start
> > playing again.
>
> > My question is, how do I prevent the AudioHardwareMSM72xx from going
> > to standby mode while my Activity is active?
>
> > One hacky idea...I could loop a continuous sound at extremely low
> > volume level in another MediaPlayer instance to force it to stay
> > awake. That's not appealing to me.
>
> > Ideas?
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