Hi all, I am having an issue with a looping audio file using MediaPlayer. I am developing a realtime game and have a 100K MP3 file I want to loop as background music. The size of the file means I can't pre-load into memory (using SoundPool) so I am using the MediaPlayer to stream the data.
All works fine, however if I set the stream to loop (MediaPlayer#setLooping(true)) when the stream gets to the end and MediaPlayer loops, I get a distinct pause in gameplay. Everything seems to hang for a good chunk of time (~100ms) presumably while MediaPlayer re-seeks to the start of the audio file, and this is killing my framerate and making the game unplayable at these points. There doesn't seem to be a way to configure any memory buffers etc on the MediaPlayer, so I'm wondering if I am using the wrong approach? Any other ways to run continuous background music? Thanks, Jason. -- 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