I had the same problem. All my sounds were in .mp3 and they didn't play in 2.0. I had to reencode them in .ogg and everything started working again. But then I had a problem with one of the longer sounds (7 secs). Only 6 seconds were loaded, because there was some stack overflow at the end of the loading. I had to remove the stereo and encode it as a mono. It worked well.
On Tue, Nov 10, 2009 at 6:17 PM, ayanir <[email protected]> wrote: > Hello, > > I'm using a SoundPool for playing my game sound effects. > It all worked fine until I checked it on the new SDK 2.0. > the sounds are not played and I'm getting in my log: > "SoundPool Sample channel count (0) out of range" > right after the playerPool.load (see the code). > > does any one encountered with this problem? > here is my code: > > package j2ab.android.rpcapp.utils; > > import android.content.Context; > import android.media.AudioManager; > import android.media.SoundPool; > > import j2ab.android.rpcapp.R; > > public class SoundManager > { > private static boolean isSoundEnabled = true; > > private static final int[] PLAYERS_RES_IDS = {R.raw.snd1, > R.raw.snd2,R.raw.snd3}; > > /** > * Player priority in case of ONE_PLAYER. the highest priority is 0. > */ > private static final int[] PLAYERS_PRIORITY = {1, 1, 1}; > > private int[] idToStream; > > private SoundPool playerPool; > > public SoundManager(Context context, int maxStreams) { > > playerPool = new SoundPool(maxStreams, > AudioManager.STREAM_MUSIC, > 0); > idToStream = new int[PLAYERS_RES_IDS.length]; > > for (int i = 0; i < idToStream.length; i++){ > idToStream[i] = playerPool.load(context, > PLAYERS_RES_IDS[i], > PLAYERS_PRIORITY[i]); > } > } > > public int play(int playerId, boolean interrupt) { > if(isSoundEnabled){ > int status = playerPool.play(idToStream[playerId], > 0.99f, 0.99f, 0, > 0, 1); > if(status == 0) > MyLog.printLog("", "cant play a sound > !!!!!!!! " + playerId); > return status; > } > return 0; > } > > public void stopPlayer(int playerId, boolean resetMediaTime) { > if(resetMediaTime){ > playerPool.stop(idToStream[playerId]); > } > else{ > playerPool.pause(idToStream[playerId]); > } > } > > public void onDispose() { > playerPool.release(); > } > } > > BTW > the emulator managed to play sound using MediaPlayer, but I don't want > to use a low level sound management. > > > Tanks > Yanir > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to [email protected] > To unsubscribe from this group, send email to > [email protected]<android-developers%[email protected]> > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

