By the way, I'm trying MediaCoder right now - it looks like it'll do
the trick: http://www.mediacoderhq.com/dlfull.htm

- Mike

On Nov 25, 11:02 am, Mike <[email protected]> wrote:
> Guys, what did you use to encode your sounds in the ogg format?  Is
> there anything free (and decent) out there that will convert wav to
> ogg?
>
> - Mike
>
> On Nov 10, 12:18 pm, 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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