How to play mp3 song using audio track in android.I used following code but
i am getting noise...
InputStream in = getResources().openRawResource(R.raw.ding);
try {
ByteArrayOutputStream out = new
ByteArrayOutputStream(
I am using AudioTrack class to play large mp3 files. Actually i want to
manipulate voice on fly like changing the pitch or speed 1x 2x etc.
As soundtrack works only for short files. So i found AudioTrack the only
option.
I am using JLayer to decode my mp3 file (stored on sdcard) to PCM byte
ar
I am using AudioTrack class to play large mp3 files. Actually i want to
manipulate voice on fly like changing the pitch or speed 1x 2x etc.
As soundtrack works only for short files. So i found AudioTrack the only
option.
I am using JLayer to decode my mp3 file (stored on sdcard) to PCM byte
ar
The documentation says that AudioTrack.write() is thread-safe in terms of
stop().
What about the other operations? As far as I can see, e.g. play() and
pause() should also be callable from another thread.
write() is blocking, so it does not make much sense to call pause() from
the same thread
Hi,
I've got a sample class demoing the use of Android AudioTrack class. It's a
very simple one which make use of 2 threads. One to read data from a wav
file chunk by chunk and another thread to play it back.
My issue is that it only play the first half and then the sound vanishes.
Please hel
I used mediaplayer to play audio files using the MediaController..its
easy to show mediacontroller from the
MediaPlayer.OnPrepared(MediaPlayer mp) method when the file is ready
for playback.
But I need to use AudioTrack as player for Wav files , how it is
possible to use it with MediaController?
Hi,
I'm trying to figure out if it is at all possible to get AudioTrack to
play "actual stereo", that is - there is a separate PCM buffer for
left and right channel and the output will have samples representing
sine waves with opposite phases in the left and right stereo channel
output accordingly
Hello,
I have a problem with playing generated sine signal, using AudioTrack
object.
Everything is OK while the amplitude of the signal is above 40 (16 bit
PCM format ),
but when I set the amplitude below that value, no sound is played
unless I change
the volume level with the side buttons (doesn'
Hi there,
I've spent days already trying to sort out this topic. Basically I'm
recording audio in PCM and when the user clicks on "Play" I want to
play the recorded audio but applying some effect.
Basically, prior to do
track.write(data, 0, maxlength);
I want to apply some kind of transformation
Hi all:
i have a APP using AudioTrack to play pcm buffers,it works well on
some devices.
but when the device have FM, my APP can not make the sound, can someone give
some advice?
I used AudioTrack.MODE_STREAM and AudioManager.STREAM_MUSIC when new
AudioTrack();
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I need to pause the AudioTrack after its volume is set to zero. If I
pause immediately after muting, there's a glitch, so I've added a
sleep -- but this creates other problems and doesn't seem reliable. I
still get glitches. Is there a reliable way to do this? For example,
some sort of callback
I need to stream runtime generated PCM data. This sounds pretty simple, but
it doesn't work. Pseudo code:
public void run() {
while(...) {
mAudioTrack.write(whatNoiseDoesThisAnimalMake(mAnimal), ...);
}
}
mAnimal can be changed from UI obviously. Just in case it matters, I set the
Audi
Sorry if this is ends up repost but my other one seems to have been lost in
the moderator ether and I just had my second post show up within a few
minutes.
I have an application where it is useful to me to know when there has
been an underrun while streaming with AudioTrack (I think that an
over
Hi,
I'm currently working on an android video player. I am decoding audio
and video in a native thread and passing the decoded data back to my
application. I'm rendering a bitmap in a SurfaceView to display the
video and am using a streaming AudioTrack to which I write data for
the audio.
When I
Hi,
I am developing a music application and I am trying to test it on 2G.
My application works fine on wifi but on Edge it gives me AudioTrack:
ObtainedBufferTimeout. I figured out the buffer does not have enough
data so I am getting this message. I want to thus display a progress
dialog box sayin
Hi,
I am developing a music application and I am trying to test it on 2G. My
application works fine on wifi but on Edge it gives me AudioTrack:
ObtainedBufferTimeout. I figured out the buffer does not have enough data so
I am getting this message. I want to thus display a progress dialog box
sayin
Hi,
Using libmedia from native code with the callback mechanism: when
AudioTrack/Record->stop() returns, is it guaranteed that (1) the user
supplied callback is not called again, and (2) has returned if it is
currently being called when stop() is called? I have problems understanding
the exact det
I am calling stop(), flush(), start() on my audiotrack when changning
songs.
This seems to only work the first time. After that, playbackposition
does not become 0, and in fact all the data queued up from the old
song plays until the buffer is drained. This is pretty bad, since I
need a large buff
Hi all,
I'm developing an audio app that uses AudioTrack's MODE_STATIC to
efficiently loop through a sound sample.
Using MODE_STATIC, AudioTrack.write() to set the sample, and
AudioTrack.setLoopPoints() to loop through the sample, I'm able to
tell the hardware to simply keep looping through my so
Hi,
I need help from an expert of the audio stack.
I'm currently writting an opensource SIP application (http://
code.google.com/p/csipsimple/) based on a native sip stack (pjsip).
I've ported the audio driver for android (naive portage using JNI)
(the key file :
http://code.google.com/p/csipsim
Ok so I have a frequency generator which uses AudioTrack to send PCM
data to the hardware. Here's the code I'm using for that:
private class playSoundTask extends AsyncTask {
float frequency;
float increment;
float angle = 0;
short samples[] = new short[1024];
@Override
protected void
Hi,
I am using the eyes free TTS framework, and am observing a repeatable
1 second lag in the AudioTrack output that I am trying to explain.
The problem occurs after the first or second callback (ttsSynchDoneCB,
see: frameworks/base/packages/TtsService/jni/
android_tts_SynthProxy.cpp).
The underl
Hi everyone, I need to modify the volume of an AudioTrack, while it is
playing a sound in streaming mode.
I have something like this:
minBufSize=AudioTrack.getMinBufferSize(11025,
AudioFormat.CHANNEL_OUT_STEREO, AudioFormat.ENCODING_PCM_16BIT);
fSound=new AudioTrack(
Hello,
I'm trying to write an audio sink for my application. I am using the
AudioTrack class and it works pretty well. In other words I get the
audio to play correctly (stream mode).
I am using it in C code via the NDK, but that shouldn't matter. The
AudioTrack creation and feeding is done in a s
Hello,
I'm trying to write an audio sink for my application. I am using the
AudioTrack class and it works pretty well. In other words I get the
audio to play correctly (stream mode).
I am using it in C code via the NDK, but that shouldn't matter. The
AudioTrack creation and feeding is done in a s
I am trying to resolve the clicking problem while using the
AudioTrack. It takes place only when playing the first part of the
wave (pcm) buffer when the offset to the write is 0 (zero).
track.write(buffer, offset, minBufferSize);
It tells me that there is something wrong with the p
Do you know of any freeware application that can convert/generate
sounds in the PCM format? I am getting clicking sounds when playing
AudioTrack and I think it is because I am playing a wave file which is
a pcm with some headers. I downloaded a number of converters but all
of them generate wave fil
On 12/25/2009 02:00 PM, Business Talk wrote:
> I keep posting this message hoping that maybe somebody from google
> (media group in particular) monitors the group. I need to stop the
> AudioTrack, regardless what's in the buffer, immediately when
> executing the stop/release. The AudioTrack plays
I keep posting this message hoping that maybe somebody from google
(media group in particular) monitors the group. I need to stop the
AudioTrack, regardless what's in the buffer, immediately when
executing the stop/release. The AudioTrack plays in the STREAM mode.
It appears that the AudioTrack fi
Not been very familiar with it but maybe you could pause it and then proced
to stop and release.
Salutes.
Fabricio Tuosto
On Tue, Dec 22, 2009 at 11:22, Business Talk
wrote:
> I've been trying to resolve the issue of the immediate termination of
> the AudioTrack played in the MODE_STREAM track w
I've been trying to resolve the issue of the immediate termination of
the AudioTrack played in the MODE_STREAM track with no avail. To do so
I call stop and release;
audioTrack.stop();
audioTrack.release();
audioTrack = null;
I tried flushing but it
Hi, I am trying to play a 0.1s tone using audio track. I have done
this succesfully in stream mode by calling play() then writing the
array of short containing the data. However when I use STATIC mode and
also in stream mode if I write the data before i call play() only
about 0.06s of the audio is
It doesn't seems as if the the stop and release immediately terminates
the audio played by the MODE_STREAM track. It looks like it finishes
playing the rest of the buffer and then stops. Any thoughts?
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I am getting this clicking sound when playing static pcm data. Anybody
out there is having the same problem? This is not the data issue. I am
sure of it.
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Is the AudioTrack fundamentally designed to be a singleton? Methods on
the OnPlaybackPositionUpdateListener receive just one argument, which
is the AudioTrack itself. And since the AudioTrack does not have
getTag/setTag methods I don't see any way to distinguish among
multiple AudioTracks in the On
I am getting the 'AudioTrack::start called from thread' when starting
an AudioTrack. I am using it in a thread. I asume I shouldn't but
why? I see it as a major limitation.
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Hi all,
I would like to use the AudioTrack class to play separate the left and
the right audio channel in a stereo .WAV file.
In the AudioTrack class's constructor there is a channelConfig
parameter, to describe the configuration of the audio channels.
If i want to use the channel configuration c
Dear All,
I connect one streaming application voice output to android
AudioTrack in native code layer (C code).
But I can heard voice loop.
if i put each frame(160bytes) to AudioTrack write() in each callback,
i will get a bad quality voice from earphone.
if i collect more frame(ex:3200, 6
Hi.
I am trying to determine if I should go the ndk way to work on a music
synth app, but first wanted to do a sanity check in the java layer by
testing how many sine tones i could play concurrently, and so I tried
this. And it's pretty low: I can only play about 4 or 5 tones before
the obtainBuff
I have some questions about the AudioTrack class that I can't seem to
answer by reading the class documentation.
Is it possible to use the android.media.AudioTrack class in a non-
blocking way? If so, what conditions must be true to ensure that the
write() method doesnt block?
How do the positi
When playing music through AudioTrack, the mediaserver process takes
about 5% CPU on top of what my program takes.
So, is there an optimal format to give to AudioTrack so it doesn't
have to resample?
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You received this message because you are
who know why?
E/AudioFlinger( 635): not enough memory for AudioTrack size=262208
D/MemoryDealer( 635): AudioTrack (0x23340, size=1048576)
D/MemoryDealer( 635): 0: 00023378 | 0x | 0x00040040 | A
D/MemoryDealer( 635): 1: 00023400 | 0x00040040 | 0x00040040 | A
D/MemoryDealer( 6
I have been streaming MP3 audio tracks using the Apache Commons
libraries to create a local HTTP server and then connecting to it with
MediaPlayer. This is a very cumbersome setup, and has tons of
overhead...that's why I was excited about the introduction of
AudioTrack.
Unfortunately I just real
Hi,
I had come across the post of an android engineer stating that there
is a class known as AudioTrack that can play audio streamed from a
buffer. Can anyone shed some light on this.
The class belongs to the so called 'cupcake' development branch
Cheers,
Earlence
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