Hi,
I wonder if anyone can help.
I'm using
Android 4.0.x development kit
Win 7 64 bit development platform
using the code as supplied in
http://www.droidnova.com/creating-sound-effects-in-android-part-1,570.html
which contains SoundPool examples
I've also tried out my own testing using SoundP
Hi,
I'm facing a weird problem in soundpool. I try to play a sound with
pool.load(AssetFileDescriptor, priority), for an OGG sound (44Khz,
stereo, 112Kbps, 29 seconds), and then calling pool.play(). The sound
starts to play, however it truncates at around 6 seconds. Also, when I
try to loop with l
I had the same problem. All my sounds were in .mp3 and they didn't play in
2.0.
I had to reencode them in .ogg and everything started working again. But
then I had a
problem with one of the longer sounds (7 secs). Only 6 seconds were loaded,
because
there was some stack overflow at the end of the l
Hello,
I'm using a SoundPool for playing my game sound effects.
It all worked fine until I checked it on the new SDK 2.0.
the sounds are not played and I'm getting in my log:
"SoundPool Sample channel count (0) out of range"
right after the playerPool.load (see the code).
does any one encountered
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