Definitely a good idea Fred, something else that I put into the TODO list, thanks. 1.6 wasn't out when I was working the audio part of the engine, so it never crossed my mind.
Also, I've been working on a game from the engine myself, and I've made a nifty path following modifier, that will get take a sprite and follow it smoothly (using natural cubic splines) along a series of x/y points, rotating if it needs to. If anyones interested, it'll be in the next update of the engine on the site in a couple of days :) On Sep 20, 3:48 pm, "Fred Grott(Android Expert)" <fred.gr...@gmail.com> wrote: > how about using the new sound track engine in Android 1.6? JetBoy? > > On Sep 20, 8:28 am, "rich...@stickycoding.com" > > > > <rich...@stickycoding.com> wrote: > > Alright, thanks for the suggestions you sent me Lance, it did make a > > noticeable difference. > > I also changed a lot of things that were causing garbage, and added in > > a new particle engine. > > For anyone who's nosey, you can take a look here at the new > > featureshttp://www.youtube.com/watch?v=jWYL-L7HnEE > > > I seem to be having some problems with the sound however. I can use > > MediaPlayer to play music, and framerate doesn't really drop. Or I can > > use SoundPool for effects, and framerate doesn't really drop. But if I > > use them at the same time (to have Music, and Sound Effects) the drop > > in framerate seems to greatly exceed the two alone combined. Is there > > a reason for this, or any solution? --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---