I'm creating a simple soundboard to play sounds when a user clicks a button. Problem is, if the button is pressed enough ( usually around 10 times ) it will eventually stop playing and show the error E/MediaPlayer: error (1, -19)
what am I doing wrong? My code that plays the sound:
private void playSound(int soundID){
final MediaPlayer mp = MediaPlayer.create(this,soundID);
mp.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mediaPlayer) {
mp.start();
}
});
}
You should use Soundpool. It's created exactly for playing short sound effects. And it's much simpler to use than MediaPlayer. MediaPlayer should only be used for playing regular/large music.
See here for example:
http://www.vogella.com/tutorials/AndroidMedia/article.html#tutorial-play-sounds-via-soundpool
Note: No need to use onTouch as in the example, you can just use onClick for simplicity.
Reason: "W/Choreographer: (let say) Frame time is 0.239384 ms in the future! Check that graphics HAL is generating vsync timestamps using the correct timebase."
i.e, there is a much gap between timestamps.
This problem can be removed by using setOnCompletionListener() within your OnClick() method like: `
#Overrid
public void onItemClick(AdapterView<?> adapterView, View view, int position, long id) {
// Get the {#link Word} object at the given position the user clicked on
Word word = words.get(position);
Log.v("NumbersActivity","Current word: "+word);
// Create and setup the {#link MediaPlayer} for the audio resource associated with the current word
MediaPlayer mMediaPlayer = MediaPlayer.create(NumbersActivity.this, word.getAudioResourceId());
// Start the audio file
mMediaPlayer.start();
// Keep timeStamp sync
mMediaPlayer.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mediaPlayer) {
mMediaPlayer.release();
}
});
}
`
private void playSound(int soundID){
final MediaPlayer mp = MediaPlayer.create(this,soundID);
mp.start();
mp.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mediaPlayer) {
mp.release();
}
});
}
Related
I am having a problem with MediaPlayer class' setOnCompletionListener Method. in my project I have a button, which text is Play, and when I press on it, player starts playing and it's text is changed to Pause. I want to change button's text to Play again once the track has finished playing. I used this code, which doesn't work for me.
//in onCreate() method:
player = MediaPlayer.create(getApplicationContext(), tracks[0]);
player.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
trackBtn.setText("Play");
}
});
Here is how I have it, if you have any more question please let me know:
player.setOnCompletionListener(this);
IntroClip.execute(player);
}
#Override
public void onCompletion(MediaPlayer mp){
trackBtn.setText("Play");
}
In an Android app I am using MediaPlayer to play sound files.
This is just for personal use and will not be published.
I have several references to the sound files:
MediaPlayer dooropen = MediaPlayer.create(MainActivity.this, R.raw.dooropen);
MediaPlayer doorclose = MediaPlayer.create(MainActivity.this, R.raw.doorclose);
//...
For example the length of the dooropen sound clip is 2 seconds so after I play it I sleep for 2.5 seconds and then play the doorclose sound clip, like so
dooropen.start();
try{ Thread.sleep(2500); }catch(InterruptedException e){ }
doorclose.start();
The issue I am having is some of my sound files are not playing in the order I have them in.
There does not seem to be any reason why certain sound files do not play, because if I play them at the top of my onCreate() procedure they all play, it is only when I try and play them in a certain order.
You should implement the setOnCompletionListener() of the mediaplayer to get a callback when playback has completed and then load another audio file that needs to start playing.
See MediaPlayer Documentation about the mediaplayer state.
Yes you can use MediaPlayer along with oncompletionListener or you may try reseting the mediaplayer after one audio is completed. example code here. You may also use session id to keep track of which file was playing and which to start now.
mPlayer = new MediaPlayer();
//set other attributes here
mPlayer.setAudioSessionId(1);
mPlayer.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
//check which audio session was playing and set new datasource and session
mPlayer.reset();
//set other data source here and different session id
}
});
Hope it solves your problem.
If you want to play sound in order, try this:
mp1.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
mp2.start();
}
});
mp2.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
mp3.start();
}
});
mp3.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
mp1.start();
}
});
I have a game in which a sound plays when a level is completed. Everything works fine to start with but after repeating a level 10 or 20 times the logcat suddenly reports:
"MediaPlayer error (-19,0)" and/or "MediaPlayer start called in state 0" and the sounds are no longer made.
I originally had the all sounds in mp3 format but, after reading that ogg may be more reliable, I converted them all to ogg, but the errors appeared just the same.
Any idea how I can fix this problem?
I was getting the same problem, I solved it by adding the following code to release the player:
mp1 = MediaPlayer.create(sound.this, R.raw.pan1);
mp1.start();
mp1.setOnCompletionListener(new OnCompletionListener() {
public void onCompletion(MediaPlayer mp) {
mp.release();
};
});
I think you are not releasing the mediaplayers you are using to play the sound..
You need to release() the media players otherwise the resources are not released , and you soon get out of memory (since you allocate them again next time). so,I think you can play twice or even thrice... but not many times without releasing the resources
MediaPlayer is not a good option when you are playing small sound effects as the user can click on multiple buttons very soon and you will have to create a MP object for all of them which doesnt happen synchronously. That is why you are not hearing sounds for every click. Go for the SoundPool Class which allows you to keep smaller sounds loaded in memory and you can play them any time you want without any lag which you would feel in a mediaplayer. http://developer.android.com/reference/android/media/SoundPool.html Here is a nice tutorial : http://www.anddev.org/using_soundpool_instead_of_mediaplayer-t3115.html
I solved both the errors (-19,0) and (-38,0) , by creating a new object of MediaPlayer every time before playing and releasing it after that.
Before :
void play(int resourceID) {
if (getActivity() != null) {
//Using the same object - Problem persists
player = MediaPlayer.create(getActivity(), resourceID);
player.setAudioStreamType(AudioManager.STREAM_MUSIC);
player.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
player.release();
}
});
player.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mp) {
mp.start();
}
});
}
}
After:
void play(int resourceID) {
if (getActivity() != null) {
//Problem Solved
//Creating new MediaPlayer object every time and releasing it after completion
final MediaPlayer player = MediaPlayer.create(getActivity(), resourceID);
player.setAudioStreamType(AudioManager.STREAM_MUSIC);
player.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
player.release();
}
});
player.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mp) {
mp.start();
}
});
}
}
This is a very old question, But this came up first in my search results So other people with the same issue will probably come upon this page eventually.
Unlike what some others have said, you can in fact use MediaPlayer for small sounds without using a lot of memory. I'll put in a little modified snippit from my soundboard app to show you what I'm getting at.
private MediaPlayer mp;
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.your_layout);
mp = new MediaPlayer();
}
private void playSound(int soundID){
mp.reset();
AssetFileDescriptor sound = getResources().openRawResourceFd(soundID);
try {
mp.setDataSource(sound.getFileDescriptor(),sound.getStartOffset(),sound.getLength());
mp.prepare();
} catch (IOException e) {
e.printStackTrace();
}
mp.start();
}
with the way I set it up, you create on MediaPlayer object that you reuse everytime you play a sound so that you don't use up too much space.
You call .reset() instead of .release() because .release() is only used if you are disposing of an object, however you want to keep your MediaPlayer Object.
You use an assetfiledescriptor to set a new soundfile for your mediaplayer to play instead of setting a new object to your mediaplayer address because that way you are creating new objects within the method that aren't being handled properly and you will eventually run into the same error as you described.
This is only one of many ways to use MediaPlayer but I personally think it is the most efficient if you are only using it for small sound applications. The only issue with it is that it is relatively restrictive in what you can accomplish, but that shouldn't be much of an issue if you are indeed using it for small sound applications.
i try delete emulator and new create emulator for remove error of (-19,0) media player.
I am trying to play a looping Ogg file, I tried enabling setLooping(true) but that had no effect so I tried onCompletionListener and that's not working either, could someone clarify what I am doing wrong?
musicPlayer = MediaPlayer.create(mContext, R.raw.overworld);
musicPlayer.setVolume(musicVolume, musicVolume);
// musicPlayer.setLooping(true);
musicPlayer.setOnCompletionListener(new OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
musicPlayer.stop();
musicPlayer.seekTo(0);
musicPlayer.start();
Log.d("Sound Manager", "Song Completed");
}
});
Following is my play function,
public void playSong(int id) {
try {
stopSong();
musicPlayer = MediaPlayer.create(mContext, id);
musicPlayer.start();
} catch(Exception e) {
// Ignored
}
}
It's known that MediaPlayer is having problems with ogg files.
You could preferrably switch to another file format.
The other thing is, I would go on trying with setLooping(boolean) as it's most likely using the same scheme and its much more clearly.
Calling seekTo() if the MediaPlayer Object is stopped causes the MediaPlayer to be in an invalid state. You can call pause() instead but I wouldn't call any of these method, why not just seeking? I would guess if you remove the musicPlayer.stop() it will work.
remove ....
musicPlayer.stop();
from
onCompletion(MediaPlayer mp)
onCompletionListener() is not called if your MediaPlayer is set to looping, BUT if you don't have it set to looping, you can always just use a completion listener like so
#Override
public void onCompletion(MediaPlayer mp) {
if(!mp.isPlaying()) {
mp.start();
}
mp.seekTo(0);
}
You also shouldn't call stop() because that stops playback completely, and it doesn't make sense to seek in a video/song that you are not playing.
So I have a simple soundboard type application that operates via a ListView. Tap an item, it plays the sound. I have a public static int[] named soundResourceList that has entries such as R.raw.foo, R.raw.bar in the same order of the entries associated with the text in the ListView.
This code has worked for many users including myself, however one recently posted a NullPointerException, in particularly from the setOnCompletionListener line. This to me means that MediaPlayer.create returned null, but I can't figure out why it would fail on their device but not everybody else's.
public void onListItemClick(ListView parent, View v, int position, long id) {
MediaPlayer mp = MediaPlayer.create(getBaseContext(), soundResourceList[position]);
mp.setOnCompletionListener(new OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
mp.release();
}
});
mp.setOnPreparedListener(new OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mp) {
mp.start();
}
});
}
Normally a NPE with MediaPlayer is due to something like not releasing its previous instance, but I already have that issue handled as shown in the code. So what am I missing that might cause the MediaPlayer.create() to fail?
The create method doc says:
Returns
a MediaPlayer object, or null if creation failed
Since a number of low-level resources might be allocated for each MediaPlayer, it could be that if the GC is busy for a while or doesn't run you'll run out of sound buffers (or whatever) and the MediaPlayer allocation will fail, returning null.
If these are all relatively-short-lived audio snippets, you might look into android.media.SoundPool.