[android-developers] Re: Options for sound in games

2010-01-15 Thread Neilz
Ogg files eh? Will give it a try, thanks for the tip.

On Jan 14, 7:06 pm, dec...@shanaghy.com declanshana...@gmail.com
wrote:
 I've found SoundPool to be more reliable when you use ogg format
 files.
 Anything else causes trouble. For example sounds wont play or
 exceptions are thrown.

 On Jan 14, 10:13 am, Neilz neilhorn...@googlemail.com wrote:

  Well I've got mine working fairly well by using a SoundPool which only
  instantiates the sounds once, at application start up, rather than
  everytime the game is played. I don't get any locking problems now. (A
  quick search on SoundPool brings up several posts on the problem).

  But sometimes the sounds just fail to load, and give a message saying
  Sample x not ready. A reboot seems to solve it, but it shouldn't
  have to...

  On Jan 12, 3:41 pm, OldSkoolMark m...@sublimeslime.com wrote:

   I use SoundPool in my metronome application. Very short clips
   repeating at up to 300BPM, no problem.  I'd like to know what the
   known issues you refer to are, as so far, I haven't been burned by any
   of them, and would like to steer clear of them going forward.

   On Jan 12, 7:14 am,Neilzneilhorn...@googlemail.com wrote:

Hi all. I'm developing an app where I want to play a regular sound
clip, like for example when a ball bounces or a rocket fires, small
wav files which are called repeatedly.

I have been using the android.media.SoundPool class  - but this has
known issues and after a few runs it locks up the application. As far
as I can tell from my research, this has not been fixed, which is
really frustrating as it's been the case since 1.5.

What other options do I have? There are plenty of games on the market
which use sound, so there must be something out there!


-- 
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

[android-developers] Re: Options for sound in games

2010-01-14 Thread dec...@shanaghy.com
I've found SoundPool to be more reliable when you use ogg format
files.
Anything else causes trouble. For example sounds wont play or
exceptions are thrown.


On Jan 14, 10:13 am, Neilz neilhorn...@googlemail.com wrote:
 Well I've got mine working fairly well by using a SoundPool which only
 instantiates the sounds once, at application start up, rather than
 everytime the game is played. I don't get any locking problems now. (A
 quick search on SoundPool brings up several posts on the problem).

 But sometimes the sounds just fail to load, and give a message saying
 Sample x not ready. A reboot seems to solve it, but it shouldn't
 have to...

 On Jan 12, 3:41 pm, OldSkoolMark m...@sublimeslime.com wrote:

  I use SoundPool in my metronome application. Very short clips
  repeating at up to 300BPM, no problem.  I'd like to know what the
  known issues you refer to are, as so far, I haven't been burned by any
  of them, and would like to steer clear of them going forward.

  On Jan 12, 7:14 am,Neilzneilhorn...@googlemail.com wrote:

   Hi all. I'm developing an app where I want to play a regular sound
   clip, like for example when a ball bounces or a rocket fires, small
   wav files which are called repeatedly.

   I have been using the android.media.SoundPool class  - but this has
   known issues and after a few runs it locks up the application. As far
   as I can tell from my research, this has not been fixed, which is
   really frustrating as it's been the case since 1.5.

   What other options do I have? There are plenty of games on the market
   which use sound, so there must be something out there!


-- 
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

[android-developers] Re: Options for sound in games

2010-01-12 Thread OldSkoolMark
I use SoundPool in my metronome application. Very short clips
repeating at up to 300BPM, no problem.  I'd like to know what the
known issues you refer to are, as so far, I haven't been burned by any
of them, and would like to steer clear of them going forward.

On Jan 12, 7:14 am, Neilz neilhorn...@googlemail.com wrote:
 Hi all. I'm developing an app where I want to play a regular sound
 clip, like for example when a ball bounces or a rocket fires, small
 wav files which are called repeatedly.

 I have been using the android.media.SoundPool class  - but this has
 known issues and after a few runs it locks up the application. As far
 as I can tell from my research, this has not been fixed, which is
 really frustrating as it's been the case since 1.5.

 What other options do I have? There are plenty of games on the market
 which use sound, so there must be something out there!
-- 
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