[android-developers] Sound effects in NumberPicker
Hi Did a quick check and seems like NumberPicker doesnt support sound effects associated with scrolling. Is this correct and if yes, is there some way to make it happen? Did google and couldnt find anything that could get me started and hence the query here. — Thanks Pankaj -- 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 --- You received this message because you are subscribed to the Google Groups Android Developers group. To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.
[android-developers] sound cards?
Why do Androids have GPUs but not sound cards? I believe I've seen significant performance degradation upon adding audio to my games. -- 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] Sound Making App..
Hello, i am very new to this group and i am currently developing an app that is much like the tabla app. Can anyone help me out with it as m not a developer , I just want to know how do i put an image and make the image sound different when tapped on different places. Hope i will get help from you all.. -- 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
Re: [android-developers] Sound Making App..
On Wed, Oct 31, 2012 at 2:18 AM, Hrishikesh Barman rishii...@gmail.comwrote: I just want to know how do i put an image and make the image sound different when tapped on different places. You could detect where the image was clicked, do some simple math to determine which sound that corresponds to, and play that. Or you could split the image up into multiple images that are then put together via multiple ImageViews aligned correctly. Then just handle each individual ImageView's click event. - TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices -- 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] Sound Sensor?
A helping friends. Anyone know can tell me which API to Identify using and enjoying the audio input. That is, when the phone receives an audio input (VOICE) plugin not done, but a person's voice Tks. -- Ray da Costa The best way to predict the future is to invent it. Alan Kay -- 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] sound play
want to receive incoming call automatically that was I done already now I want to play my own created sound to my caller rather than android will use its default mike.. Can is it possible to play our own sound after receiving incoming call? -- - Thanks Regards Er.Aashish Kumar Jawla (09555865084/09910783591) -- 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
Re: [android-developers] sound play
Use Twilio: http://www.twilio.com/ -- Daniel Drozdzewski -- 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
Re: [android-developers] sound play
i think it is not sutable for my application i wanna control the sound stream of the user means i wanaa play some pre-recorded audio in active call so that caller hear it is it possible Daniel or not??? On Wed, Jun 20, 2012 at 7:57 PM, Daniel Drozdzewski daniel.drozdzew...@gmail.com wrote: Use Twilio: http://www.twilio.com/ -- Daniel Drozdzewski -- 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 -- - Thanks Regards Er.Aashish Kumar Jawla (09555865084/09910783591) -- 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
Re: [android-developers] sound play
On 20 June 2012 15:47, Aashish jawla aashishja...@gmail.com wrote: i think it is not sutable for my application i wanna control the sound stream of the user means i wanaa play some pre-recorded audio in active call so that caller hear it is it possible Daniel or not??? It is not possible through Android SDK. In Android you can control the state of the call, but not the call itself. With something like Twilio (Aculab, http://cloud.aculab.com), you could play whatever audio file you want to the wire, on which the call is taking place. In other words you would have access to that audiostream. On Wed, Jun 20, 2012 at 7:57 PM, Daniel Drozdzewski daniel.drozdzew...@gmail.com wrote: Use Twilio: http://www.twilio.com/ -- Daniel Drozdzewski -- 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 -- - Thanks Regards Er.Aashish Kumar Jawla (09555865084/09910783591) -- 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 -- Daniel Drozdzewski -- 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] sound
explosionId = soundPool.play(explosionId, 1.0f, 1.0f, 1, -1, 1); All sounds play fine as long as they are not set to looping. When i set looping (set as -1) then the sound play one time only then stop aging not playing why ...please help me -- 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] sound
hey im a beginner in android im using a webview just uploading my html5 and javascripts but my problem is sound im using jquery sound but it cant play on android emulator. any help? -- 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
Re: [android-developers] Sound problems when trying to play same sound very fast
the point it should, and further sounds twice or even three times at same time. At fastest speed it sounds three or four times fast at the start, and then it does not sound anymore. Have you tried increasing the number of streams, in case you are queuing too many occurrences of the same sound and it is dumping older ones because of the limit on the number of streams? If that doesn't seem to help or you already have a high number of streams, it might be worth keeping track of the stream IDs you get back and manually stopping older ones yourself to ensure there is always room for newer ones to play properly. You may simply be overloading the media player with too many requests. -- 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] Sound problems when trying to play same sound very fast
Hi there, I am developing a game that among other things uses one gear wheel. When the wheel rotate, every 15 deegres, it should made a click sound. So I am using the SoundPool.play for making a tiny click.wav to sound at those points. It works fine at slow speed, but when the gear goes faster, it fails. At some speeds it stops to sound sometimes, often it does not sound at the point it should, and further sounds twice or even three times at same time. At fastest speed it sounds three or four times fast at the start, and then it does not sound anymore. I am a begginer in Android development, also I have never had similar problem. Perhaps I need a different aproach by design, and not just help with Android's framework. Thanks a lot in advance. Best regards, -- 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] sound recognition and FFT problem
Dear all, I am struggling a lot to get sound recognition working. Essentially I would like to use the microphone and recognize when a specific note has been played (as a guitar tuner). I am trying to use GDX library for FFT: http://code.google.com/p/libgdx/ What is happening is that with the same frequency originated from a signal generator, I don't get always the same results. And most of all I get very different results from my ZTE Orange San Francisco versus a Galaxy mobile (although i suspect the ZTE is the one to blame :-) This is my code. private static final int RECORDER_SAMPLERATE = 44100;; private static final int RECORDER_CHANNELS = AudioFormat.CHANNEL_CONFIGURATION_MONO; private static final int RECORDER_AUDIO_ENCODING = AudioFormat.ENCODING_PCM_16BIT; When I start the 'record' button I initialise the AudioRecorder and start listening into a separate thread: private AudioRecord recorder = null; recorder = new AudioRecord(MediaRecorder.AudioSource.MIC, RECORDER_SAMPLERATE, RECORDER_CHANNELS,RECORDER_AUDIO_ENCODING, bufferSize); and the listening function follows: int MULTIPLIER = 1; // -- I increase this if I wish to concatenate input buffers coming from microphone short[] data = new short[bufferSize]; float[] fft_cpx; float[] tmpR, tmpI; float[] new_array = new float[bufferSize*MULTIPLIER]; double[] real = new double[bufferSize*MULTIPLIER]; double[] imag = new double[bufferSize*MULTIPLIER]; double[] mag = new double[bufferSize*MULTIPLIER]; Log.i(TAG, Ready to go, buffer size: +bufferSize); //--- it is 4096 when using 44Khz, but at each read only 2048 is retreived fft = new FFT(bufferSize*MULTIPLIER, RECORDER_SAMPLERATE); long t1, t2, t3, deltaT; while (isRecording) { t1 = System.currentTimeMillis(); int index = 0; for (int j=0; jMULTIPLIER; ++j) { int n = recorder.read(data, 0, bufferSize); // -- it reads 2048 = n Log.i(TAG, Data read (j=+j+): +n); for ( int z=0; zn; ++z) { new_array[index] = data[z]; ++index; } } t2 = System.currentTimeMillis(); deltaT = t2-t1; Log.i(TAG, Data read in TIME: +deltaT+ (+t1+,+t2+)); Log.i(TAG, Global index: +index); fft.forward(new_array); fft_cpx = fft.getSpectrum(); // Find Max and Max position in CPX tmpR = fft.getRealPart(); tmpI = fft.getImaginaryPart(); arrDet.peakValue = 0; //arrDet is a dummy structure where I store peak value and position for (int i = 0; i new_array.length; i++) { real[i] = (double) tmpR[i]; imag[i] = (double) tmpI[i]; mag[i] = Math.sqrt((real[i] * real[i]) + (imag[i] * imag[i])); if ( mag[i] arrDet.peakValue ) { arrDet.peakValue = mag[i]; arrDet.position = i; } } int FrequencyN = 0; if ( new_array.length!= 0 ) FrequencyN = RECORDER_SAMPLERATE * arrDet.position / new_array.length; //bufferSize; int FrequencyBS = RECORDER_SAMPLERATE * arrDet.position / bufferSize; Log.i(TAG, @ F(N)is: + FrequencyN + \tF (BS)is: +FrequencyBS + \tpos: +arrDet.position ); } Results: For example, if I get: INPUT FREQUENCY = 1000 Log: Frequency (N) is 8010 @ 744 // -- position Or INPUT FREQUENCY = 1000 Log: Frequency (N) is 3003 @ 279 // -- position Or INPUT FREQUENCY = 1000 Log: Frequency (N) is 6007 @ 558 // -- position QUESTIONS: 1) any idea about what I am doing silly? 2) is it enough to read from the microphone only once? Or should I rather concatenate buffers? I am not noticing any more stability to be honest... thanks for any help! Mik -- 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] sound player
So, I wanted to create a simple sound player that will just play a sound when I touch a button. I created it without errors but it crashes everytime i run it. I got rid of all the extra code and found that the error is coming from the media player initialization public MediaPlayer music = MediaPlayer.create (getApplicationContext(), R.raw.sound_1); I believe this is due to my lack of understanding context. i need some help figuring out what context to put into the first parameter. thanks in advance -- 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
Re: [android-developers] sound player
On Fri, Feb 17, 2012 at 3:14 PM, exax evan.yeu...@gmail.com wrote: So, I wanted to create a simple sound player that will just play a sound when I touch a button. I created it without errors but it crashes everytime i run it. I got rid of all the extra code and found that the error is coming from the media player initialization public MediaPlayer music = MediaPlayer.create (getApplicationContext(), R.raw.sound_1); I believe this is due to my lack of understanding context. i need some help figuring out what context to put into the first parameter. Try: public MediaPlayer music = MediaPlayer.create(this, R.raw.sound_1); -- Mark Murphy (a Commons Guy) http://commonsware.com | http://github.com/commonsguy http://commonsware.com/blog | http://twitter.com/commonsguy Warescription: Three Android Books, Plus Updates, One Low Price! -- 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] sound effects for android game application
Hello, I am making an android game. I wonder whether anyone can suggest how to go about producing the sound effects including sound track as well as other sounds for the game. Thank you for your feedback, John Goche -- 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
Re: [android-developers] sound spectrum analyzer
On 16 November 2011 11:21, ron simon beachboy2...@googlemail.com wrote: Hi Dev. Team, I want to create a spectral analyser but I'am new in this field . For writing a content from a music file in an array I used this try { File file = new File(mFileName, array_spinner[Getposition()]); file.createNewFile(); InputStream is = new FileInputStream (file); BufferedInputStream bis = new BufferedInputStream (is); DataInputStream dis = new DataInputStream (bis); while (dis.available() 0) { dis.read(buffer,byteOffset,byteCount); Ron, How big is your buffer? Where do you manage offset and byte count? You don't check what values did DataInputStream.read() returned. You have to do a bit more management in order to read the whole file into a byte array. Just google for 'reading a whole file in Java' or better still 'copying files in Java'. That should show you, what needs doing around buffers, offsets etc. -- Daniel Drozdzewski -- 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] sound spectrum analyzer
Hi Dev. Team, I want to create a spectral analyser but I'am new in this field . For writing a content from a music file in an array I used this try { File file = new File(mFileName, array_spinner[Getposition()]); file.createNewFile(); InputStream is = new FileInputStream (file); BufferedInputStream bis = new BufferedInputStream (is); DataInputStream dis = new DataInputStream (bis); while (dis.available() 0) { dis.read(buffer,byteOffset,byteCount); } dis.close(); //write buffer into a text file After that I wrote this buffer in a txt file for reading. Text.setTxtDatei(test,buffer); The problem is that the content is allways the same for every music file.So it can not be the buffer of the stream. So the question is how to get the buffer into the txt file ? Yours, Ron -- 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] Sound of a streaming on a web is played too fast.
Dear android developers. Goo First of all, I don't have good english skill. I have a Android Phone. And I tried to watch a video stream(?) on a web site. After done loading, start to play. But the sound is played too fast. At frist, I thought that the content has a problem. But another device worked well. Please give your help. Thank you. -- ── PARK JONGYOUNG e-mail : leftp...@gmail.com mobile : +821036315864 ── -- 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] Sound On/Off Button - Muting app sounds Button
Hey guys, I see in a lot of games this Button wich you can Mute the app sounds. I want to put this in my app, but I don't have any clue how to do that. 1 - It would be the same button to mute and unmute the sounds. Like in NinJump Game. 2 - It would change the button image. Like Off' when you click it and Off when you click it again. Thanks! -- 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
Re: [android-developers] Sound On/Off Button - Muting app sounds Button
On Mon, Mar 21, 2011 at 12:50 PM, Gabriel gab...@gmail.com wrote: I want to put this in my app, but I don't have any clue how to do that. if (muteButtonPressed()) turnOffSound(); if (soundIsOn()) playSounds(); - TreKing http://sites.google.com/site/rezmobileapps/treking - Chicago transit tracking app for Android-powered devices -- 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] Sound
hi! I have this code: private void mostrarDiapositiva(VectorDiapositiva d, int pos) { if ( pos = d.size() ) { pos = d.size() - 1; } Diapositiva diapo = d.get(pos); this.setDiapoPosActual(pos); this.setDiapoActual(diapo); reiniciarDiapositiva(); mostrarDiapositiva(diapo); try { if (diapo.tieneSonido()) { String sndPath = ZIP_SND_PATH + diapo.getSonido().getNombre(); InputStream isSonido = this.getTutorFile().getFile(sndPath); this.audioPlayer = new StreamingMediaPlayer(this); this.audioPlayer.startStreaming(isSonido); } else if (diapo.tieneVideo()) { if (!diapo.tieneImagen()) { String imgPath = ZIP_FONDOS_PATH + fondo_video.png; cargarImagen(imgPath); } } } catch (Throwable ex) { Log.e(mostrarDiapositiva, ex.getMessage()); Toast .makeText(this, Error: + ex.getMessage(), Toast.LENGTH_SHORT) .show(); } } private void mostrarDiapositiva(Diapositiva diapo) { ImageButton bp = (ImageButton) findViewById(R.id.buttonprev); bp.setImageResource(R.drawable.ic_menu_back); ImageButton bn = (ImageButton) findViewById(R.id.buttonnext); bn.setImageResource(R.drawable.ic_menu_forward); try { if (diapo.tieneImagen()) { String imgPath = ZIP_IMG_PATH + diapo.getImagen().getNombre(); cargarImagen(imgPath); } this.animarFade(this.FLIPPER_DIAPOS_NUMLAYOUT); //if (diapo.tieneSonido()) { // String sndPath = ZIP_SND_PATH + diapo.getSonido().getNombre(); // InputStream isSonido = this.getTutorFile().getFile(sndPath); } catch (Throwable ex) { Log.e(mostrarDiapositiva, ex.getMessage()); Toast .makeText(this, Error: + ex.getMessage(), Toast.LENGTH_SHORT) .show(); } } and everithing works fine except the sound. When I paint the screen mostrarDiapositiva(diapo); we have an associated sound for every slide so if it has sound (if (diapo.tieneSonido())) it´s plays it. the problem is that the very first time the audio starts after one or two syllable it starts again. it´s seems like the audio starts when the slide is being painted and when it is painted it starts again. There any doevents or somethink like that? thanks -- 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] sound
hi guys I was creating an app where a sound is played when i click a button. I found in the developer site that i need to place the audio file in the res/raw folder...my ide doesnt show any raw folder...i created one in the res folder and the system is showing an error..can anyone please help me out with this? karthik gadiraju -- 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
Re: [android-developers] sound
On 19 January 2011 10:19, k@rthink!!! kartika...@gmail.com wrote: hi guys I was creating an app where a sound is played when i click a button. I found in the developer site that i need to place the audio file in the res/raw folder...my ide doesnt show any raw folder...i created one in the res folder and the system is showing an error..can anyone please help me out with this? karthik gadiraju If your IDE is Eclipse just do File - Refresh or RMB - Refresh on that project -- 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] sound detection
1. I want to trigger a function when the sound level in the surrounding is above some threshold level? How can I achieve that? 2. Is there any way to implement java sound api in android? Manas -- 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] Sound merging in android.
Hi, There are four audio file which i recorded through MediaRecorder in android. Now i want to merge the recorded file with a single background music. pls -- 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] Sound in android web view
*My java code is here* package com.customlistview1; import android.app.Activity; import android.os.Bundle; import android.webkit.WebView; import android.webkit.WebViewClient; import android.webkit.WebChromeClient; public class Image extends Activity { private WebView webview; @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); setContentView(R.layout.web); setupwebwiew(); } private void setupwebwiew() { webview=(WebView)findViewById(R.id.webkit); webview.setWebViewClient(new WebViewClient()); webview.setWebChromeClient(new WebChromeClient()); webview.getSettings().setJavaScriptEnabled(true); webview.getSettings().setJavaScriptCanOpenWindowsAutomatically(true); webview.loadUrl(file:///android_asset/buttonsound2.html); webview.loadUrl(file:///android_asset/we.mp3); } } I enabled the javascript. But not play the sound. -- 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] Sound loop - with pause in between
Hi, I have String Array with some strings in it [UP,L,R,R...] and I have some sounds (audio_up.mp3, audio_l.mp3 and so on). I want go through all the strings in the array and play sounds accordingly with pause in between (let's say 1 second). for (int a = 0; a string_Array_String.length; a++) { MediaPlayer mp = null; if (string_Array_String[a].equals(UPL)) { mp = MediaPlayer.create(Game.this, R.raw.audio_upl); } else if (string_Array_String[a].equals(UP)) { mp = MediaPlayer.create(Game.this, R.raw.audio_up); } try { mp.prepare(); } catch (IllegalStateException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } mp.start(); } This is OK but loop is faster than sound fields so I get overlaping - not good. I tried to put try { Thread.sleep(1000); } catch(InterruptedException e) { e.printStackTrace(); } on the end of the loop but only first and second audio file are OK, the rest are cut too soon. 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
Re: [android-developers] Sound loop - with pause in between
Hi, I've never used the MediaPlayer API, but by reading the docs I see this method that might be interesting to you: setOnCompletionListener ( MediaPlayer.OnCompletionListenerhttp://developer.android.com/reference/android/media/MediaPlayer.OnCompletionListener.html listener) probably you can simply add and implement this listener, and when the method gets called you know the current mp3 has finished playing, then you can play the next (or wait 1 sec and then play..). Hope it helps! Yuvi On Sun, Sep 26, 2010 at 4:59 PM, svebee sven.kapud...@gmail.com wrote: Hi, I have String Array with some strings in it [UP,L,R,R...] and I have some sounds (audio_up.mp3, audio_l.mp3 and so on). I want go through all the strings in the array and play sounds accordingly with pause in between (let's say 1 second). for (int a = 0; a string_Array_String.length; a++) { MediaPlayer mp = null; if (string_Array_String[a].equals(UPL)) { mp = MediaPlayer.create(Game.this, R.raw.audio_upl); } else if (string_Array_String[a].equals(UP)) { mp = MediaPlayer.create(Game.this, R.raw.audio_up); } try { mp.prepare(); } catch (IllegalStateException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } mp.start(); } This is OK but loop is faster than sound fields so I get overlaping - not good. I tried to put try { Thread.sleep(1000); } catch(InterruptedException e) { e.printStackTrace(); } on the end of the loop but only first and second audio file are OK, the rest are cut too soon. 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.comandroid-developers%2bunsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- YuviDroid Check out Launch-X http://android.yuvalsharon.net/launchx.php (a widget to quickly access your favorite apps and contacts!) http://android.yuvalsharon.net -- 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] Sound levels in games
Anyone any thoughts on this? On Aug 18, 6:46 pm, Neilz neilhorn...@gmail.com wrote: Hi all. A common complaint with my app is that the sound is too low. I don't know what I can do to improve this. - I use SoundPool, and believe I am setting each sound to its maximum volume - I edit my sound files in Audacity, and use the normalization/ amplification tools to maximize them to as much as I can before they start to cause popping/crackling. - They are saved and played back as ogg files. I don't know anything else I can do? Any ideas please? -- 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
Re: [android-developers] Sound levels in games
It could be the master volume. Make sure you let the OS handle the master volume using Activity.setVolumeControlStream( AudioManager.STREAM_MUSIC ); From there what I do is have a relative volume per effect. The thing is that you don't hold the master volume so you need to get it from the OS. I do this. public float makeVolume( float fRelVolume ) { AudioManageraudioManager= (AudioManager)m_Activity.getSystemService( Context.AUDIO_SERVICE ); int masterVolume = audioManager.getStreamVolume( AudioManager.STREAM_MUSIC ); return ((float)masterVolume / 15.0f) * fRelVolume; } Leigh On 8/20/2010 12:06 PM, Neilz wrote: Anyone any thoughts on this? On Aug 18, 6:46 pm, Neilzneilhorn...@gmail.com wrote: Hi all. A common complaint with my app is that the sound is too low. I don't know what I can do to improve this. - I use SoundPool, and believe I am setting each sound to its maximum volume - I edit my sound files in Audacity, and use the normalization/ amplification tools to maximize them to as much as I can before they start to cause popping/crackling. - They are saved and played back as ogg files. I don't know anything else I can do? Any ideas please? -- Leigh McRae www.lonedwarfgames.com -- 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] Sound levels
Hi all. A common complaint with my app is that the sound is too low. I don't know what I can do to improve this. - I use SoundPool, and believe I am setting each sound to its maximum volume - I edit my sound files in Audacity, and use the normalization/ amplification tools to maximize them to as much as I can before they start to cause popping/crackling. - They are saved and played back as ogg files. I don't know anything else I can do? Any ideas please? -- 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] Sound board App
Hello, I am trying to develop and android sound board app. I have everything set up and it compiles and loads properly on the simulator. I have a total 14 different sounds to play, 1-7 play fine without a problem. When i try to play any sound beyond 7, like sound 8 the applications crashes and closes. The sound files are stored in /raw/. They are mp3 files. I have made the call to the media player class to all 14 sounds like this. private MediaPlayer mp1 = MediaPlayer.create(this, R.raw.name of file it should play); Is there a limit on the MediaPlayer class where I can only call 7 files at a time? Thanks for any help you can provide. -- 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] Sound question
Hopefully I can get some advice here on this. I also think that this may have been asked before, but I want to get some new perspective...Anyway For applications that work like musical keyboards (think simple 8-16 notes for now), what sound tools are best for this type of application. I'm thinking that a user could press on a key to make a sound or press on a different key that has a predefined chord associated with it. I've used SoundPool in the past and it works great in my apps, however I found it to be a bit lagging if you add more than a handful of simultaneous sounds (ie: a chord). I'm currently looking at JetPlayer and it has promise, but I'm finding that it has some deficiencies of it's own. AudioTrack seems very raw and hardcore, but I have no idea where to begin making sounds with it (at least sounds that sound good) and it seems it might have some limitations as to how many notes could be played at once. Does anyone have any general advice in this realm? Thanks for anything! Justin -- 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] Sound Processing
I want to get the input from the mic. Do some changes then output the result to the speaker. What are the classes i should check to achive this? Is there any sample program? -- 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 To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
[android-developers] Sound output
Hi, I'm wondering if there is a way of choosing your sound/audio output source for a audio file or the text to speech function to ear speaker instead of the louder back speaker? Been looking around for it but can't find an answer for it. André -- 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 To unsubscribe from this group, send email to android-developers+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
[android-developers] Sound pops clicks using SoundPool on Droid 2.0
My wave files are 44KHz / 16-bit. They are not looped. Playback always results in a nasty pop / click right at the end of it. Sounds have been verified in a sound tool to eliminate any issues with the data. Sounds playback fine on other devices too. Has anyone come across issues like this? Are there any possible solutions? Cheers, Ian Dunlop oeFun, Inc. -- 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] Sound in games
Hi all! I have pretty common question: is there any bug-free way to implement sound effects in a game? Or we only have unpredictable SoundPool with its horrible bugs? Or MediaPlayer that can only play one sound at once and which is not solution for a game at all? In fact, it is disturbing question for numerous developers right now! --~--~-~--~~~---~--~~ 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] Sound engine performance
Hi, I am working on an app that uses the SoundPool class to play sounds. Basically every n milliseconds I need to play up to 16 sounds and I need this to be as steady as possible. The best solution I found so far is to use a java.util.Timer and the scheduleAtFixedRate method (setting also a THREAD_PRIORITY_URGENT_AUDIO in the TimerTask run method), the result is pretty good but it is still not perfect and sometimes the executions get slightly delayed. Is there some other way I should try to play sounds _exactly_ every n milliseconds? Different threads, some kind of optimization, stuff like this? Thanks, Zuli ps: I am using .ogg files and there is not much graphic involved in the computation. --~--~-~--~~~---~--~~ 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] Sound recording in emulator working but voice recognition is not ?
Hi, I am pulling my hair on this problem from a long time and haven't found a solution yet. I am running Android demo program - APIDemo which is available in android source. For my dev I am using ubuntu, earlier when I used to run SoundRecording example it created a file on sdcard but there was no recording as such which was done in the file but now it started working suddenly. I am still not sure why it happened. But anyways good news is that Microphone is working with android emulator - as opposed to what I read at many forums that it does not. On other hand whenever I am trying to run the voice recognition application available in same APIDemo its giving me an error - Recording Parameter not supported: sampelrate 1600, channelcount 1, samplerate 1. Is it that speech recognition cannot take higher sample rate and if it cannot what is the sample rate it requires? My microphone supports only 16000 and higher sample rate. Thanks --~--~-~--~~~---~--~~ 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] Sound Recording Example does not work
Hi, I am trying to create an app, that works with the sound, that is recorded using the mic. I just looked here for first informations: http://developer.android.com/guide/topics/media/index.html The Problem ist, that if I try to get the Audio Capture Setup and Start Example to run, it just wont work. The first error is, that there is no MediaStore.MediaColumns.TIMESTAMP. Ok, this is not such a big problem, but indicates, that this is realy deprecated. The bigest bug is here: ContentResolver contentResolver = new ContentResolver(); Eclipse tells me the following: cannot instantiate the type ContentResolver So, has anyone some simple code for me to record sound data? I don't need to record it, but I want to be able to work with it in the memory. So perhaps a sound stream, or something similar. Thx, iuiz --~--~-~--~~~---~--~~ 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] Sound interfering with Accelerometer and Orientation sensors?
On my T-Mobile G1 (firmware 1.1, build PLAT-RC33), developing in SDK1.1r1, I am experiencing a problem where playing sounds causes the output of the accelerometer and orientation sensors to fluctuate wildly. The degree of fluctuation is directly proportional to the volume of the sound being played. I am using SensorManager per the documentation and examples : = From my implementation of SensorListener public void init() { SensorManager sm = (SensorManager) cx..getSystemService (Context.SENSOR_SERVICE); boolean success = sm.registerListener(this, SensorManager.SENSOR_ORIENTATION, SensorManager.SENSOR_DELAY_GAME); // success is true, i.e. no problems acquiring the sensor } public void onSensorChanged(int sensor, float[] values) { if (sensor == SensorManager.SENSOR_ORIENTATION) { // print/draw/do something with the sensor output in values [] } } == I have tried playing sounds with both SoundPool and MediaPlayer, with identical results. When a sample is played at max volume the Orientation sensor outputs will bounce around as much as +-/30 degrees. All axes are affected. I have tested and confirmed this behaviour for SENSOR_ACCELEROMETER, SENSOR_ORIENTATION, and SENSOR_ORIENTATION_RAW. Other sensors may also be impacted, but I haven't tested them. I have also tested with all of the available sensor resolutions -- SENSOR_DELAY_FASTEST through SENSOR_DELAY_UI. All result in the same behavior. On a random guess I tried muting the microphone with AudioManager.setMicrophoneMute(true) -- same results. I thought to try testing this in the Android emulator to see if it might be hardware-related, but unfortunately there is currently no accelerometer/orientation sensor support in the emulator. Is this a known problem? Or am I doing something wrong here? Thanks --~--~-~--~~~---~--~~ 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] Sound interfering with Accelerometer and Orientation sensors
On my T-Mobile G1 (firmware 1.1, build PLAT-RC33), developing in SDK1.1r1, I am experiencing a problem where playing sounds causes the output of the accelerometer and orientation sensors to fluctuate wildly. The degree of fluctuation is directly proportional to the volume of the sound being played. I am using SensorManager per the documentation and examples : = From my implementation of SensorListener public void init() { SensorManager sm = (SensorManager) cx..getSystemService (Context.SENSOR_SERVICE); boolean success = sm.registerListener(this, SensorManager.SENSOR_ORIENTATION, SensorManager.SENSOR_DELAY_GAME); // success is true, i.e. no problems acquiring the sensor } public void onSensorChanged(int sensor, float[] values) { if (sensor == SensorManager.SENSOR_ORIENTATION) { // print/draw/do something with the sensor output in values [] } } == I have tried playing sounds with both SoundPool and MediaPlayer, with identical results. When a sample is played at max volume the Orientation sensor outputs will bounce around as much as +-/30 degrees. All axes are affected. I have tested and confirmed this behaviour for SENSOR_ACCELEROMETER, SENSOR_ORIENTATION, and SENSOR_ORIENTATION_RAW. Other sensors may also be impacted, but I haven't tested them. I have also tested with all of the available sensor resolutions -- SENSOR_DELAY_FASTEST through SENSOR_DELAY_UI. All result in the same behavior. On a random guess I tried muting the microphone with AudioManager.setMicrophoneMute(true) -- same results. I thought to try testing this in the Android emulator to see if it might be hardware-related, but unfortunately there is currently no accelerometer/orientation sensor support in the emulator. Is this a known problem? Or am I doing something wrong here? Thanks --~--~-~--~~~---~--~~ 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] sound effect using SoundPool
Hi, there seems to be a dead-lock problem when using sound effects with SoundPool. I was hoping the the problem would be fixed in the new firmware update, but unfortunately, it was not. The application still locks up after couple of minutes when playing sound effects using SoundPool. My application is a game playing a background music scenario with multiple simultaneous sound effects. Any word from devs as when we can expect stable SoundPool would be very welcome. Best David --~--~-~--~~~---~--~~ 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 -~--~~~~--~~--~--~---