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 - -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en