[android-developers] SoundPool problem (SDK 4.0.x) int loop any value other than zero causes crash

2011-12-28 Thread Bluesboyno1
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

[android-developers] Soundpool problem

2011-08-23 Thread jpathak
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

Re: [android-developers] SoundPool problem

2009-11-10 Thread Nikolay Ananiev
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

[android-developers] SoundPool problem

2009-11-10 Thread ayanir
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