I'll definitely test in audacity. I've been converting audio files to/
from just about every format over the past few days. It's possible it
has gotten corrupted along the way. Thanks for the suggestion.

On Dec 7, 10:53 am, niko20 <nikolatesl...@yahoo.com> wrote:
> One other thing - are you sure your sound is really loopable? Load it
> into Audacity and play it in looped mode, does it not have the click
> then? Just to check!
>
> -niko
>
> On Dec 7, 9:51 am, niko20 <nikolatesl...@yahoo.com> wrote:
>
>
>
> > Hi, you don't need a callback. write() blocks until more data is
> > needed. So you could just make a separate thread that pushes the data
> > out as fast as write() will let it.
>
> > -niko
>
> > On Dec 7, 9:02 am, JacobGladish <jacobglad...@yahoo.com> wrote:
>
> > > MODE_STATIC still has a clicking sound when it loops. What I think I
> > > need to do is continuously stream the data via AudioTrack.write(). Any
> > > ideas on how how to manage the timing of this? I was thinking that I
> > > should use setPositionNotificationPeriod() to call a callback every n
> > > frames, and in that callback load up n more frames from my buffer.
>
> > > On Dec 7, 3:34 am, niko20 <nikolatesl...@yahoo.com> wrote:
>
> > > > Hi,
>
> > > > Dont know the answer to that one, I haven't used AudioTrack in
> > > > MODE_STATIC much.
>
> > > > -niko
>
> > > > On Dec 6, 11:39 pm, JacobGladish <jacobglad...@yahoo.com> wrote:
>
> > > > > What is the setLoopPoints (int startInFrames, int endInFrames, int
> > > > > loopCount) on the AudioTrack? Will this cause the play() on a static
> > > > > AudioTrack to loop or do I need to create a streaming AudioTrack and
> > > > > manage my own timer calling write() repeatedly?
>
> > > > > On Dec 7, 12:13 am, JacobGladish <jacobglad...@yahoo.com> wrote:
>
> > > > > > I'm using mostly oggs and it still does it. I'm going to try the
> > > > > > AudioTrack route.
>
> > > > > > On Dec 6, 9:19 pm, niko20 <nikolatesl...@yahoo.com> wrote:
>
> > > > > > > Hi,
>
> > > > > > > Using only the built in Audio stuff (MediaPlayer, SoundPool), the 
> > > > > > > only
> > > > > > > way to get seamless looping is to use samples in OGG format. 
> > > > > > > Otherwise
> > > > > > > you'll need to load the data yourself and play it by shoving it 
> > > > > > > out
> > > > > > > continously into a AudioTrack stream.
>
> > > > > > > -niko
>
> > > > > > > On Dec 6, 8:03 pm, JacobGladish <jacobglad...@yahoo.com> wrote:
>
> > > > > > > > Has anyone been able to play a looping sound without any 
> > > > > > > > noticeable
> > > > > > > > delays or ticking sounds when it resets? I tried using the 
> > > > > > > > MediaPlayer
> > > > > > > > with setLookup(true). That seems to require that I manually 
> > > > > > > > fade-in
> > > > > > > > the sound-bite with volume control slowing incresing in order 
> > > > > > > > to work
> > > > > > > > around a nasty tick sound when I call play(), but there's still 
> > > > > > > > a very
> > > > > > > > noticeable sound when the it loops. The SoundPool doesn't do any
> > > > > > > > better and also seems to require some unknown delay between 
> > > > > > > > loading
> > > > > > > > the sound and playing it.
>
> > > > > > > > I think my SoundPool issue is very similar to this:
>
> > > > > > > >http://code.google.com/p/android/issues/detail?id=1484
>
> > > > > > > > I was hoping to get some feedback from someone who had any 
> > > > > > > > experience
> > > > > > > > with this before trying the AudioTrack route.- Hide quoted text 
> > > > > > > > -
>
> > > > > > > - Show quoted text -- Hide quoted text -
>
> > > > > > - Show quoted text -- Hide quoted text -
>
> > > > - Show quoted text -- Hide quoted text -
>
> - Show quoted text -

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