play an array of sounds and change the tempo using soundpool - android

I am trying to develop an application which plays one of the predefined arrays of sounds continuously and also change the the tempo,pitch (individually) etc using soundpool class of android.
I know how to change the pitch of a sound.
But I do not know how to play the whole array and also the tempo of that whole array.
Please help!
Thank you in advance!
EDIT : I think I will have to use Handler in order to play the array of sounds, but i don't know how!

public class Sound {
private static int length = 22050 * 10; //10 seconds long
private static byte[] data = new byte[length];
static void fillRandom() {
new Random().nextBytes(data); //Create some random noise to listen to.
}
static void play() {
fillRandom();
final int TEST_SR = 22050; //This is from an example I found online.
final int TEST_CONF = AudioFormat.CHANNEL_OUT_MONO;
final int TEST_FORMAT = AudioFormat.ENCODING_PCM_16BIT;
final int TEST_MODE = AudioTrack.MODE_STATIC; //I need static mode.
final int TEST_STREAM_TYPE = AudioManager.STREAM_ALARM;
AudioTrack track = new AudioTrack(TEST_STREAM_TYPE, TEST_SR, TEST_CONF, TEST_FORMAT, length, TEST_MODE);
track.write(data, 0, length);
track.play();
}
}
This code play some random noises. All you have to do is fill the byte[]data array with the proper music files you intend to play...

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The audio file on iOS that is being played on Android does not hear me. Only sound that's not good

I'm working on a recorder app on iOS and a friend of mine he's doing it on Android, but when he want's to play my url sound which I send to server and which also works fine for me when I play it .. he hears a lot of noise and not my actual recorder.
func setupRecorder() {
let myID = userDefaults.value(forKey: "user_id") as! Int
let message_token = generateUniqueToken()
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let currentFileName = "\(String(describing: self.curentFileName!))"+"."+"\(myID).m4a"
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print("writing to soundfile url: '\(soundFileURL!)'")
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let recordSettings: [String : Any] = [AVFormatIDKey: kAudioFormatAppleLossless,
AVEncoderAudioQualityKey: AVAudioQuality.max.rawValue,
AVEncoderBitRateKey: 320000,
AVNumberOfChannelsKey: 2,
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This is my recorder settings....
What I have from him it s only
private static final int SAMPLE_PER_SEC = 8000;
private static final int CHANNEL_TYPE = AudioFormat.CHANNEL_IN_MONO;
private static final int AUDIO_ENCODING = AudioFormat.ENCODING_PCM_16BIT;
private static int BUFFER_ELEMENT_TO_REC = 1024; // want to play 2048 (2K) since 2 bytes we use only 1024
private static int BYTES_PER_ELEMENT = 2;
ENCODING_PCM_16BIT
He said I m encoding my sound somehow and he s doing a raw record...I have no ideea where i m messing it since it s my first time with AvFoundation
Instead of using kAudioFormatAppleLossless change that to kAudioFormatLinearPCM. kAudioFormatAppleLossless format is a format only for Apple devices. It is better to use a common format for Android and iOS
devices, so that if any processing in the server for the audio, server doesn't have to handle the audio in two different way

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private MidiReceiver midiReceiver;
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#Override
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int count, long timestamp) throws IOException {
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/*Then in my loop containing note_on or note_off events*/
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Maybe this library might be useful.

Play sound from array on Android

Solved: I forgot the track.play(); at the end...
I want to play a sound on my Android Smartphone (4.0.4 Api level 15).
I tried to hear some random noise, but its not working:
public class Sound {
private static int length = 22050 * 10; //10 seconds long
private static byte[] data = new byte[length];
static void fillRandom() {
new Random().nextBytes(data); //Create some random noise to listen to.
}
static void play() {
fillRandom();
final int TEST_SR = 22050; //This is from an example I found online.
final int TEST_CONF = AudioFormat.CHANNEL_OUT_MONO;
final int TEST_FORMAT = AudioFormat.ENCODING_PCM_16BIT;
final int TEST_MODE = AudioTrack.MODE_STATIC; //I need static mode.
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Here they are:
public static final int NUM_CHANNELS = 1;
public static final int SAMPLE_RATE = 16000;
public static final int BITRATE = 128;
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Here is the code:
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audio = (AudioManager) anActivity
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Use this one, For using Current System Volume.
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I found where the problem was:
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