After loading the file in Audacity (windows vista) and looping it, it
revealed that my file simply didn't play cleanly. The original audio
sources I have are in apple's core audio format. The funny thing is
that I used quicktime pro to convert them from .caf to .wav, and then
both mp3 and ogg
Hi,
Dont know the answer to that one, I haven't used AudioTrack in
MODE_STATIC much.
-niko
On Dec 6, 11:39 pm, JacobGladish jacobglad...@yahoo.com wrote:
What is the setLoopPoints (int startInFrames, int endInFrames, int
loopCount) on the AudioTrack? Will this cause the play() on a static
MODE_STATIC still has a clicking sound when it loops. What I think I
need to do is continuously stream the data via AudioTrack.write(). Any
ideas on how how to manage the timing of this? I was thinking that I
should use setPositionNotificationPeriod() to call a callback every n
frames, and in that
Hi, you don't need a callback. write() blocks until more data is
needed. So you could just make a separate thread that pushes the data
out as fast as write() will let it.
-niko
On Dec 7, 9:02 am, JacobGladish jacobglad...@yahoo.com wrote:
MODE_STATIC still has a clicking sound when it loops.
One other thing - are you sure your sound is really loopable? Load it
into Audacity and play it in looped mode, does it not have the click
then? Just to check!
-niko
On Dec 7, 9:51 am, niko20 nikolatesl...@yahoo.com wrote:
Hi, you don't need a callback. write() blocks until more data is
I'll definitely test in audacity. I've been converting audio files to/
from just about every format over the past few days. It's possible it
has gotten corrupted along the way. Thanks for the suggestion.
On Dec 7, 10:53 am, niko20 nikolatesl...@yahoo.com wrote:
One other thing - are you sure
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
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
What is the setLoopPoints (int startInFrames, int endInFrames, int
loopCount) on the AudioTrack? Will this cause the play() on a static
AudioTrack to loop or do I need to create a streaming AudioTrack and
manage my own timer calling write() repeatedly?
On Dec 7, 12:13 am, JacobGladish
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