Thanks for the tip. I'll try OGG again. I started with OGG initially
but I got thrown off by the "ANDROID_LOOP=true" metadata in the OGG
file (as I've mentioned in another thread.
-Akshat
On Nov 17, 12:33 pm, "[EMAIL PROTECTED]"
<[EMAIL PROTECTED]> wrote:
> Use OGG insteaed of WAVE. You'll fin
Glad it worked! Your use of multiple MediaPlayers is an interesting
approach. I current use only one, but latency is according to G1 user
reports awful: 4 or 5 seconds, though I do not know yet if that is
perhaps also due to the fact that Android forces me to first write
synthesized sound to flash
Use OGG insteaed of WAVE. You'll find that it is lower overhead and
latency.
We will have better audio support in a future SDK.
On Nov 16, 1:20 pm, Cool Frood <[EMAIL PROTECTED]> wrote:
> Hi,
>
> What is the length of the files that you are trying to play? I'm
> trying to do the same with 0.2s
Hi,
What is the length of the files that you are trying to play? I'm
trying to do the same with 0.2s long WAV files, but I just can't
MediaPlayer to behave well. At first I tried 1 MediaPlayer, but it
was too laggy. In my application, I'm trying to play the sound about
75 times a minute, that
Thanks for the tip! This actually does the trick. What I'm doing now
is a bit more complex. I've created a helper class that multiplies the
number of MediaPlayers used. So instead of using one MediaPlayer for
the bingSound, I use a new class, which internally creates an array of
MediaPlayers. bing
I've been trying to switch my soundpool based app to use mediaplayer
but the mediaplayer just feels so laggy compared to the quick,
reliable responsiveness of soundpool. Honestly I'm just not happy
even attempting to use mediaplayer for games. It's not suited for it
even one bit.
On Oct 31, 6:4
For one-shot sounds, don't set loop, just use the following each time
you want to trigger a sound:
bingSound.seekTo(0);
bingSound.start();
On Oct 28, 2:01 pm, tobias429 <[EMAIL PROTECTED]> wrote:
> I am looking for a solution to play sounds multiple times in an
> application. In the application,
I advise against using SoundPool. It is not part of the official SDK
and will likely change in the future. There are also some bugs that
can cause your thread to deadlock.
On Oct 28, 8:42 pm, Robert Green <[EMAIL PROTECTED]> wrote:
> I used SoundPool. It's super buggy but if you're careful it do
With option 2, did you try using a setOnCompletionListener() with a
bingSound.stop() and bingSound.release()? This cleaning up ought to
prevent your system from filling up with MediaPlayer remnants - unless
of course you make so many calls to bingSound.start() per unit of time
that the system has
I used SoundPool. It's super buggy but if you're careful it does
work. I hope they clean it up in a future release. Do a search for
SoundPool and you'll find the message with my results in it.
On Oct 28, 4:01 pm, tobias429 <[EMAIL PROTECTED]> wrote:
> I am looking for a solution to play sounds
10 matches
Mail list logo