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