Nah, it's a development issue. I need sound in my app, and the spotty nature of support for this API is rather a big thorn in my side. Probably in yours as well if you're building anything that needs attenuation capability.

On 9/4/2011 8:05 PM, Michael Banzon wrote:
OT: Wooaaw! Cross list/support hack! :o)

On Sun, Sep 4, 2011 at 10:14 AM, Christopher Van Kirk
<christopher.vank...@gmail.com>  wrote:
Sorry Dianne. I thought you were a general contact person for us peons since
I see you replying frequently. Could you do me a favor and pass this
question on to whoever is appropriate to handle it?

Thanks!

On 9/4/2011 3:26 PM, Dianne Hackborn wrote:

Um, why are you asking me?  I don't work on media.

On Sat, Sep 3, 2011 at 3:42 PM, Christopher Van Kirk
<christopher.vank...@gmail.com>  wrote:
We're seeing a lot more devices coming onto the scene with two or more
CPUs, and the SoundPool is broken on those devices. There is some kind of
race condition that's causing a busy hang from time to time when playing
sounds. The only workaround is to turn off the sound on such devices or
avoid using the SoundPool.

I'd say only 3 in 5 of the games in the market work on the SGS2, and maybe
1 in 5 works on the SGT10.1...with the sound turned on.

Not having a reliable API for these popular devices makes developing for
them a nightmare.

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Note: please don't send private questions to me, as I don't have time to
provide private support, and so won't reply to such e-mails.  All such
questions should be posted on public forums, where I and others can see and
answer them.

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