This doesn't solve your 256 limit problem but I just wanted to point out you
can still see sample XXX not READY even if you're only using 2 or 3 very
short sound samples. I've seen this with a 1 second OGG file on the Nexus One.
Now I'm not suggesting this is the best way to deal with it, but I
I have a sound based application on the market and use SoundPool.
Long story short, it is quirky to say the least and only likes small
sound files. I have been able to play sounds over and over (as in a
loop) and change sounds though without issue once I matched up loading
and unloading
Unfortunately I am rather confident that all my play's have matching
stops, and my loads have matching unloads.
I have managed to create my bug quite quickly at least, if I just
quickly jump between a couple of levels continually until it has
loaded/unloaded 500 or so samples that seems to break
Okay, from a little more experimentation it appears after loading/
unloading 256 sounds things start to go awry. It seems to be 100%
reproducible in my application. I wasn't actually running the latest
Android SDK so I updated to latest, and specified the minimum/target
SDK version to be eight
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