Sounds like a sound (no pun intended), scalable solutions -- pun
intended.

On Sep 16, 10:18 am, fog <cquill...@gmail.com> wrote:
> 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 <cquill...@gmail.com> 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.- Hide quoted text -
>
> - Show quoted text -

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