Android sound latency using SoundPool - android

public class AndroidSound implements Sound {
int soundId;
SoundPool soundPool;
public AndroidSound(SoundPool soundPool, int soundId) {
this.soundId = soundId;
this.soundPool = soundPool;
}
#Override
public void play(float volume) {
soundPool.play(soundId, volume, volume, 0, 0, 1);
}
#Override
public void dispose() {
soundPool.unload(soundId);
}}
public class Assets{
public Music theme;
public static Sound sound;
public static void load(Game game) {
theme = game.getAudio().createMusic("theme.mp3");
theme.setLooping(true);
theme.setVolume(0.85f);
theme.play();
sound = game.getAudio().createSound("death.wav");
}
}
Then I play this sound in different class by calling play() on it, but it plays with really huge delay, something around 500ms. Why is that? I tried looking for solution, but there is tons of people with that problem and I haven't found any answer that actually worked. Most of topics was bit old tho, maybe there is a simple solution for this already, counting on your help.
public class AndroidAudio implements Audio {
AssetManager assets;
SoundPool soundPool;
public AndroidAudio(Activity activity) {
activity.setVolumeControlStream(AudioManager.STREAM_MUSIC);
this.assets = activity.getAssets();
this.soundPool = new SoundPool(20, AudioManager.STREAM_MUSIC, 0);
}
#Override
public Sound createSound(String filename) {
try {
AssetFileDescriptor assetDescriptor = assets.openFd(filename);
int soundId = soundPool.load(assetDescriptor, 0);
return new AndroidSound(soundPool, soundId);
} catch (IOException e) {
throw new RuntimeException("Couldn't load sound '" + filename + "'");
}
}
}

I don't know if this will be helpful now but also answering.
Use of SoundPool
1)First load your audio as required in the levels in the beginning of application initialization.Suppose you need 5 sound in the level load them in the beginning and keep the soundID's handy.
2) Now on any event just call play with the soundID.
3) This plays with a very less delay while I debugged from SoundPool play till HAL layer.Around 10-15 ms in my device.
For more info on SoundPool implementation follow my github thread:
https://github.com/sauravpradhan/Basic-Audio-Routing

Related

Libgdx Sound | setPitch causes Sound object to stop playing/making noise

I have a Sound object that calls setPitch(id, 1.0f). For some reason, on most devices this seems to work and sound perfect (I realize that 1.0f is normal). But on the galaxy note 3, it makes an ugly deep sound, then the Sound object no longer makes any sounds after calling play method again (I play the Sound object every time player gets point). Setting pitch is necessary because I use the same Sound object for other parts of my game. I will link my code below, but I feel as though this may be a libgdx glitch/hardware problem. Thanks!
if (contact.getFixtureA().getFilterData().categoryBits == Config.CATEGORYBIT_BONUS) {
final BonusFixtureUserData userData = (BonusFixtureUserData) contact.getFixtureA().getUserData();
if (userData.bonus.scorable) {
long id = AudioManager.getAudioManager().playSound(AudioManager.getAudioManager().bonusSound);
AudioManager.getAudioManager().bonusSound.setPitch(id, Config.pointSoundPitch * 2);
}
}
AudioManager class (below)
public class AudioManager {
private static AudioManager audioManager;
public Sound jumpSound, deathSound, pointSound, bonusSound;
public static AudioManager getAudioManager() {
if (audioManager == null) {
audioManager = new AudioManager();
}
return audioManager;
}
private float sound_volume, music_volume;
private AudioManager() {
sound_volume = 1f;
}
public void setAudio() {
deathSound = (Sound) Game.assetManager.get("sound/death.mp3");
jumpSound = (Sound) Game.assetManager.get("sound/tap.mp3");
pointSound = (Sound) Game.assetManager.get("sound/point.mp3");
bonusSound = (Sound) Game.assetManager.get("sound/point.mp3");
}
public long playSound(Sound sound) { //Returns soundID (Sound can play multiple times, soundID refers to which instance is playing)
long id = sound.play();
sound.setLooping(id, false);
sound.setVolume(id, sound_volume);
return id;
}
public static void dispose() {
audioManager = null;
}
}
Config.pointPitchSound is actually equal to between 1.0f and 1.07f throughout the game. When it is 1.0f, then it does the glitch. I haven't tried the other values, but I would asume they'd do the same.
LibGDX audio implementation depends completely on Android. Sound.setPitch actually calls SoundPool.setRate Android documentation of setRate
Try to convert sounds to OGG format, it is known that SoundPool has issues with playing MP3 files on some devices.

Set the volume of youtubeplayer api over time android

I have been integrating the YoutubePlayer API for with my Android project. The videos from the playlist are working well. What I am trying to do is have the audio start low and fade in over 30seconds.
What I have done so far, for some reason is doing somthing really weird. It set it to max volume and if you try to turn it down it turns it back up again really straight away.
The way I thought I could do it was to set the audio manager to a 0 volume and then on an ontick timer raise that by 1 until it got to the max volume.
The code below was my attempt, but like I said it is doing weird things.
Thanks for your help
youTubePlayer.loadPlaylist(playListTitle);
final AudioManager audioManager = (AudioManager)getSystemService(Context.AUDIO_SERVICE);
// Add listeners to YouTubePlayer instance
youTubePlayer.setPlayerStateChangeListener(new YouTubePlayer.PlayerStateChangeListener() {
#Override
public void onLoaded(String arg0) {
youTubePlayer.play();
audioManager.setStreamVolume(AudioManager.STREAM_MUSIC, 0, 0);
Integer volumeRaisingTime = 30000;
new CountDownTimer(volumeRaisingTime, 1000) {
Integer deviceMaxVolume = 20;
Integer devicevolume = 0;
public void onTick(long millisUntilFinished) {
audioManager.setStreamVolume(AudioManager.STREAM_MUSIC, 20, 0);
if (devicevolume > deviceMaxVolume){
devicevolume++;
Log.d("Device Volume:", ""+devicevolume);
}
}
public void onFinish() {
}
}.start();
}

Playing short .wav files - Android

I would like to play sound after touching the button. MediaPlayer works fine, but I read somewhere that this library is for long .wav (like music).
Is there any better way to play short .wav(2-3 sec.)?
The SoundPool is the correct class for this. The below code is an example of how to use it. It is also the code I use in several apps of mine to manage the sounds. You can have as may sounds as you like (or as memory permits).
public class SoundPoolPlayer {
private SoundPool mShortPlayer= null;
private HashMap mSounds = new HashMap();
public SoundPoolPlayer(Context pContext)
{
// setup Soundpool
this.mShortPlayer = new SoundPool(4, AudioManager.STREAM_MUSIC, 0);
mSounds.put(R.raw.<sound_1_name>, this.mShortPlayer.load(pContext, R.raw.<sound_1_name>, 1));
mSounds.put(R.raw.<sound_2_name>, this.mShortPlayer.load(pContext, R.raw.<sound_2_name>, 1));
}
public void playShortResource(int piResource) {
int iSoundId = (Integer) mSounds.get(piResource);
this.mShortPlayer.play(iSoundId, 0.99f, 0.99f, 0, 0, 1);
}
// Cleanup
public void release() {
// Cleanup
this.mShortPlayer.release();
this.mShortPlayer = null;
}
}
You would use this by calling:
SoundPoolPlayer sound = new SoundPoolPlayer(this);
in your Activity's onCreate() (or anytime after it). After that, to play a sound simple call:
sound.playShortResource(R.raw.<sound_name>);
Finally, once you're done with the sounds, call:
sound.release();
to free up resources.

How do I play an mp3 in the res/raw folder of my android app?

I have a small (200kb) mp3 in the res/raw folder of my android app. I am trying to run it in an emulator from Eclipse. It is recognized as a resource in the R file but when I try to prepare/start, my activity crashes! Was there something else I needed to change, perhaps in the manifest?
MediaPlayer mPlayer = MediaPlayer.create(FakeCallScreen.this, R.raw.mysoundfile);
try {
mPlayer.prepare();
mPlayer.start();
} catch (IOException e) {
// handle this later
}
When starting the activity i.e on onCreate put the following code.
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
MediaPlayer mPlayer = MediaPlayer.create(FakeCallScreen.this, R.raw.mysoundfile);
mPlayer.start();
}
When stopping the activity i.e on onDestroy put the following code.
public void onDestroy() {
mPlayer.stop();
super.onDestroy();
}
Hope it helps :)
You'll likely prefer to use the SoundPool class. It reduces latency when it's time to play the sound, and offers other niceties like being able to prioritise sounds when there are too many to play at once.
From the docs:
A SoundPool is a collection of samples that can be loaded into memory from a resource inside the APK or from a file in the file system. The SoundPool library uses the MediaPlayer service to decode the audio into a raw 16-bit PCM mono or stereo stream. This allows applications to ship with compressed streams without having to suffer the CPU load and latency of decompressing during playback.
For example:
/**
* How many sounds can be played at once.
*/
private static final int MAX_SOUND_POOL_STREAMS = 4;
/**
* Modify this as part of your own priority scheme. Higher numbers mean higher
* priority. If you don't care, it's okay to use the same priority for every
* sound.
*/
private static final int NORMAL_PRIORITY = 10;
private int mySoundId;
#Override
public void setupContent() {
this.soundPool = new SoundPool(MAX_SOUND_POOL_STREAMS,
AudioManager.STREAM_MUSIC, 100);
this.mySoundId = this.soundPool.load(this.getApplicationContext(),
R.raw.mySound, 1);
}
#Override
private void playMySound() {
this.soundPool.play(this.mySoundId, 1, 1, NORMAL_PRIORITY, 0, 1);
}
this is a static method I use in my projects.
I add it to my Utils class:
public static void playSound(final Context context, final SoundType type)
{
new Thread(new Runnable()
{
#Override
public void run()
{
MediaPlayer mediaPlayer = new MediaPlayer();
int resId = -1;
switch (type)
{
case INCOMING_NOTIFICATION:
resId=R.raw.noti_sound;
break;
case SEND_BETTING_SLIP:
resId=R.raw.slip_sent;
break;
case TRIVIA_RIGHT_ANSWER:
resId=R.raw.game_bonus;
break;
case TRIVIA_WRONG_ANSWER:
resId=R.raw.whistle_referee_trivia_bad_answer;
break;
}
if (resId != -1)
{
mediaPlayer = MediaPlayer.create(context, resId);
mediaPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
mediaPlayer.setLooping(false);
mediaPlayer.start();
while (mediaPlayer.isPlaying() == true)
{
}
}
}
}).start();
}
}
now I defind an Enum (SoundType) and placed the mp3 files in raw folder under
res folder.

Playing multiple sounds using SoundManager

If I play a single sound, it runs fine.
Adding a second sound causes it to crash.
Anyone know what is causing the problem?
private SoundManager mSoundManager;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.sos);
mSoundManager = new SoundManager();
mSoundManager.initSounds(getBaseContext());
mSoundManager.addSound(1,R.raw.dit);
mSoundManager.addSound(1,R.raw.dah);
Button SoundButton = (Button)findViewById(R.id.SoundButton);
SoundButton.setOnClickListener(new OnClickListener() {
public void onClick(View v) {
mSoundManager.playSound(1);
mSoundManager.playSound(2);
}
});
}
mSoundManager.addSound(1,R.raw.dit);
mSoundManager.addSound(1,R.raw.dah);
You need to change the second line to:
mSoundManager.addSound(2,R.raw.dah);
In order to play multiple sounds at once, first you need to let the SoundPool know that. In the declaration of SoundPool notice that I specified 20 streams. I have many guns and bad guys making noise in my game, and each has a very short sound loop, < 3000ms. Notice when I add a sound below I keep track of the specified index in a vector called, "mAvailibleSounds", this way my game can try and play sounds for items that dont exist and carry on without crashing. Each Index in this case corresponds to a sprite id. Just so you understand how I map particular sounds to specific sprites.
Next we queue up sounds, with playSound(). Each time this happens a soundId is dropped into a stack, which I then pop whenever my timeout occurs. This allows me to kill a stream after it has played, and reuse it again. I choose 20 streams because my game is very noisy. After that the sounds get washed out, so each application will require a magic number.
I found this source here, and added the runnable & kill queue myself.
private SoundPool mSoundPool;
private HashMap<Integer, Integer> mSoundPoolMap;
private AudioManager mAudioManager;
private Context mContext;
private Vector<Integer> mAvailibleSounds = new Vector<Integer>();
private Vector<Integer> mKillSoundQueue = new Vector<Integer>();
private Handler mHandler = new Handler();
public SoundManager(){}
public void initSounds(Context theContext) {
mContext = theContext;
mSoundPool = new SoundPool(20, AudioManager.STREAM_MUSIC, 0);
mSoundPoolMap = new HashMap<Integer, Integer>();
mAudioManager = (AudioManager)mContext.getSystemService(Context.AUDIO_SERVICE);
}
public void addSound(int Index, int SoundID)
{
mAvailibleSounds.add(Index);
mSoundPoolMap.put(Index, mSoundPool.load(mContext, SoundID, 1));
}
public void playSound(int index) {
// dont have a sound for this obj, return.
if(mAvailibleSounds.contains(index)){
int streamVolume = mAudioManager.getStreamVolume(AudioManager.STREAM_MUSIC);
int soundId = mSoundPool.play(mSoundPoolMap.get(index), streamVolume, streamVolume, 1, 0, 1f);
mKillSoundQueue.add(soundId);
// schedule the current sound to stop after set milliseconds
mHandler.postDelayed(new Runnable() {
public void run() {
if(!mKillSoundQueue.isEmpty()){
mSoundPool.stop(mKillSoundQueue.firstElement());
}
}
}, 3000);
}
}

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