Android SoundPool sound playback intermittent - android

I have several GridView items that play a small .ogg file when they are selected. They are played using the SoundPool class, however this class seems very intermittent - sometimes the sound plays, sometimes it doesn't; there is no pattern to this so I am having trouble figuring out why it's doing it.
Here is my code:
public void playSelectionSound(){
SoundPool sp = new SoundPool(1, AudioManager.STREAM_MUSIC, 0);
int soundId = sp.load(this, R.raw.char_select, 1);
sp.play(soundId, 1, 1, 0, 0, 1);
}

I eventually resorted to switching to MediaPlayer instead of SoundPool:
MediaPlayer mp = MediaPlayer.create(this, R.raw.char_select); //open media player
mp.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
mp.release();
}
});
mp.start(); //play the sound
Works everytime.

You shouldn't try to play it immediately after the load since the load can take time. Instead, you should use SoundPool.OnLoadCompleteListener() and play it in that callback. Here you can be sure that soundpool has loaded successfully.

Related

MediaPlayer start delay when click on button

I want to play mp3 file from res/raw folder when user click on button
my code is below:
btn.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View arg0) {
MediaPlayer mp = MediaPlayer.create(MainActivity.this,
R.raw.click);
mp.start();
}
});
Work well but take some time to play after button click. please, anyone, give me a solution.
Thanks
Loading time depends on the buffer size of the MediaPlayer (which is hardcoded in the firmware) and that there is nothing that can be done to change it. Read more here.
Option 1:
Instead of creating the media player and then calling start() method in the onClick of the button, you can initialize the mediaPlayer in onCreate() of activity.
As for the button click implementation, you need to call mediaPlayer.start() only.
Option 2:
You can use SoundPool API provided by Android. This has lower latency compared to MediaPlayer API. SoundPool are recommended mainly for playing short clips.
This is as a result of the buffer size of media player.
Try using SoundPool for a more responsive playback. You can see an implementation of it here.
SoundPool soundPool = new SoundPool(1, AudioManager.STREAM_MUSIC, 100);
HashMap<Integer, Integer> soundPoolMap soundPoolMap = new HashMap<Integer, Integer>();
soundPoolMap.put(soundID, soundPool.load(this, R.raw.click, 1));
Start the sound with soundPool.play(soundId, 1, 1, 1, 0, 0);

Android SoundPool end event listener?

I've started messing about with Android recently. I'm trying to kick something off once a sound has finished and return to the previous activity.
spool = new SoundPool(10, AudioManager.STREAM_MUSIC, 0);
int soundID = spool.load(this, card.getSound(), 1);
spool.play(soundID, 500, 500, 1, 0, 1f);
I can't see anything about getting the sound duration or any sort of sound end event. I know SoundPool can be a pain so I'm willing to ditch it.
How can I do something after a sound has ended? Can I do this with SoundPool or am I barking up the wrong tree?
Thanks. I'm pretty new to Android and Java so open to all suggestions.
If the multi-stream handling functionality of SoundPool isn't necessary, you can use MediaPlayer, which does have the callbacks you're asking about.
A rough example:
MediaPlayer mp = MediaPlayer.create(Activity.this, soundId);
mp.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
// do something
}
});
mp.start();
Just make sure that you hang onto the MediaPlayer reference somewhere so that it doesn't get GC'd before your OnCompletionListener fires :)

Playing sound through STREAM_ALARM doesn't start from beginning in Marshmallow

I'm playing a sound through STREAM_ALARM:
MediaPlayer mp = new MediaPlayer();
mp.setDataSource(context, notificationSoundUri);
mp.setAudioStreamType(AudioManager.STREAM_ALARM);
mp.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mp) {
mp.start();
}
});
mp.prepare();
It worked ok until I tried on Android 6. On Android 6 sound doesn't play from beginning, so if I play short sounds, no sound is heard. I tried using seekTo(0) and initializing MediaPlayer in other ways.
It only happens in Android 6 when using STREAM_ALARM (other streams work well).
Any help?
EDIT: I realized that sound actually starts playing from start, but at very low volume, and after about 2 seconds volume increases... do you know how to deactivate this behavior?
It sounds like an equalization problem (maybe this audio stream comes with an audioSessionId which is already handled by the system equalizer?)
I will try the following trick before the MediaPlayer initialization:
1) Change the STREAM_ALARM volume
AudioManager mAudioManager = (AudioManager) this.getSystemService(Context.AUDIO_SERVICE);
int maxVolume = mAudioManager.getStreamMaxVolume(AudioManager.STREAM_ALARM);
mAudioManager.setStreamVolume(AudioManager.STREAM_ALARM, maxVolume, 0 /*flags*/);
2) Set volume after prepare()
//...
mp.prepare();
mp.setVolume(1.0f, 1.0f);
3) Change the audioSessionId
//...
mp.setAudioStreamType(AudioManager.STREAM_ALARM);
mp.setAudioSessionId(CUSTOM_ID); //manually assign an ID here
//...
UPDATE
4) Try to use the SoundPool API instead of MediaPlayer and see if the problem persists (I also suspect that this is a device-dependent issue).
5) Try to call start() ==> pause() ==> start() on MediaPlayer
#Override
public void onPrepared(MediaPlayer mp) {
mp.start();
mp.pause();
mp.start();
}
6) Try to trick the initial "low volume" period using the following logic:
before play, set volume to 0
play
after 2 seconds of playback, seek to position 0 (this may consume the silent period)
set the volume to max
play again
In this way, you may be able to do a normal playback, with an initial delay of few seconds.
Let us know your progress, I'll update this answer accordingly with more information and suggestions.

Playing a WAV File Multiple Times

I need to have the same short wav file (1 second) play each time the user presses a single button. I have the following code that works for about 30 clicks and then the app "Force closes" on the device. I think what is going on is that new instances of media player are being created and then the instances build up (approx 30 clicks) and the app crashes. So I then added the "release" instance in the hope that on button-click the wav would play and then the mediaplayer would be released. However, it doesnt work that way. With the mp.release() no sound is played possibly becaue the medaiplayer gets released too soon for the user to hear the sound?
Anyone have a good tip to help me getting this to work? Thank you all so much.
Button button2 = (Button) findViewById(R.id.button10);
button2.setOnClickListener(new View.OnClickListener() {
public void onClick(View v) {
// Perform action on click
MediaPlayer mp = MediaPlayer.create(getApplicationContext(), R.raw.clicker);
mp.start();
mp.release();
Its simple just create the MediaPlayer once, and play it over time.
private MediaPlayer mp;
public void onClick(View v) {
// Perform action on click
if (mp == null){
mp = MediaPlayer.create(getApplicationContext(), R.raw.clicker);
}
mp.start();
}
Why use MediaPlayer, when SoundPool is better suited for small audio files? As a base you could use this:
this.setVolumeControlStream(AudioManager.STREAM_MUSIC);
soundPool = new SoundPool(4, AudioManager.STREAM_MUSIC, 70);
final HashMap<Integer, Integer> soundPoolMap = new HashMap<Integer, Integer>();
final int soundID = 4;
soundPoolMap.put(soundID, soundPool.load(this, R.raw.wav_sound, 4));
soundPool.setOnLoadCompleteListener(new OnLoadCompleteListener()
{
public void onLoadComplete(SoundPool soundPool, int sampleId, int status)
{
if (sampleId == 4)
{
soundPool.play(4, 50, 50, 1, 0, 1f);
}
}
});
Here is the simple solution that will work
MediaPlayer mp;
mp = MediaPlayer.create(getApplicationContext(), R.raw.clicker);
public void onClick(View v) {
// Perform action on click
if(mp.isPlaying())
{
mp.stop();
mp.reset();
mp.release();
}
mp = MediaPlayer.create(getApplicationContext(), R.raw.clicker);
mp.start();
This is will check if mediaplayer is already playing..If it already playing it will stop and release it and then initialize that mediaplayer(mp) object and start the mediaplayer.
If it is not playing it will execute the code after the if statement and the start the media player after initialzing the mediaplayer object(mp in this case)
To learn more about MediaPlayer study this http://developer.android.com/reference/android/media/MediaPlayer.html. Study the Mediaplayer life cycle

Mediaplayer error (-19,0) after repeated plays

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.

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