Ok, I fixed my problem, so I thought I would post what I did here for historical purposes.
Rather than load up all sound clips at once, I divided my loadClips() into groups of 10 clips in a case structure. On app-start, I load 10 clips, on the button press, I load 10 more, and continue to do this until all sound clips are fully loaded (for now that's 6 button presses for me, not bad). Each case returns a new 'max' number of clips value back to the random clip player so it compensates for the added clips. I know this solution is probably basic or easy in most people's eyes, but it took me a bit to figure out :) On Sep 15, 9:40 pm, fog <[email protected]> wrote: > Hello all, after searching for a while for a solution to my issue, I > thought I would post the question here to see if someone has a better > answer. > > First off, I'm very new to Android programming, and programming in > general (i've only really worked with PHP in the past), so I've been > kinda learning as I go along with examples, tutorials and books. The > application is very basic, its a soundboard app with only 1 button. > When pressed, that 1 button will play 1 random soundclip. Currently, > there are 79 sound clips, with more to be added in a future update. > As I have it right now, i execute loadClips() on the app's onCreate, > which goes ahead and loads all 79 sounds into the SoundManager. > > As it stands right now, the app is functioning fine, however, I do > notice a bit of a delay when launching the app on my HTC Desire Z, but > nothing too crazy, its probably around 5-6 seconds. However, when I > load it on my Asus Transformer tablet, it takes considerably longer > (about 15 seconds or so). My guess was that not many people would be > downloading the app for the Transformer, so I released it anyways. > > So far, I've had only 1 complaint from a user who says that it takes a > little over 15 seconds to load the app on his HTC Magic+, in the > meantime he's just staring at a blank screen. But he was fine with > dealing with that. > > Now, we're working on an update for the app, and my friend who is > making the iPhone version will be adding in a bunch more clips into > the app. My fear is that it will further increase the app's startup > time, which I believe to be unacceptable. Thus, I'm trying to find > out if there's a better way to do this. > > Any ideas on how I could do this? Do you need to see my code in order > to offer a suggestion. > > Also, as a side question, when adding clips to my sound manager, is > there an easier way than having 79 lines of > "mSoundManager.addSound(X,R.raw.soundX); like in some sort of loop. I > did originally try to do a for loop, but quickly realized that > wouldn't work directly. > > Thanks for any help you can give. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

