thank you Nikolay,

It worked after the the format change.

On Nov 11, 7:49 pm, Nikolay Ananiev <[email protected]> wrote:
> Just the long one.
>
> On Wed, Nov 11, 2009 at 10:05 AM, ayanir <[email protected]> wrote:
> > It is very annoying that this problem stared with the 2.0 version
> > (hope that the framework developers see that remark) while in the 1.6
> > and 1.5 it worked fine.
> > The workaround for this problem, besides of changing the files format
> > is using MediaPlayer and handle the sound low level (which I really
> > don't want to do).
> > BTW, my all sounds are not even close to the 1 MB limit so the problem
> > is not that.
>
> > Nikolay, I didn't understand, did you have to encode the sound to mono
> > for all of the souds or just for the long one(7 sec)?
>
> > Thanks
>
> > On Nov 11, 7:26 am, Nightwolf <[email protected]> wrote:
> > > It seems that SoundPool can't allocate more than 1 MB.
> > > SoundPool stores uncompressed audio. Does anyone know is it possible
> > > to control uncompressed audio characteristics? That would allow
> > > storing relatively lengthy sounds.
>
> > > On 10 ноя, 22:18, Nikolay Ananiev <[email protected]> wrote:
>
> > > > 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
>
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