I'm using mostly oggs and it still does it. I'm going to try the
AudioTrack route.

On Dec 6, 9:19 pm, niko20 <nikolatesl...@yahoo.com> wrote:
> Hi,
>
> Using only the built in Audio stuff (MediaPlayer, SoundPool), the only
> way to get seamless looping is to use samples in OGG format. Otherwise
> you'll need to load the data yourself and play it by shoving it out
> continously into a AudioTrack stream.
>
> -niko
>
> On Dec 6, 8:03 pm, JacobGladish <jacobglad...@yahoo.com> wrote:
>
>
>
> > Has anyone been able to play a looping sound without any noticeable
> > delays or ticking sounds when it resets? I tried using the MediaPlayer
> > with setLookup(true). That seems to require that I manually fade-in
> > the sound-bite with volume control slowing incresing in order to work
> > around a nasty tick sound when I call play(), but there's still a very
> > noticeable sound when the it loops. The SoundPool doesn't do any
> > better and also seems to require some unknown delay between loading
> > the sound and playing it.
>
> > I think my SoundPool issue is very similar to this:
>
> >http://code.google.com/p/android/issues/detail?id=1484
>
> > I was hoping to get some feedback from someone who had any experience
> > with this before trying the AudioTrack route.- Hide quoted text -
>
> - Show quoted text -

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