I am having a problem with the MediaPlayer on devices running android version 4.4.2.
Situation:
I want to run the MediaPlayer once, then decide in the onCompletion, if I want to play the sound again or not.
Problem:
* The mediaPlayer just keeps playing for ever
* onCompletion is never called
* Calling release and setting the mediaPlayer to null does not stop it either
I have read, that there is a bug in the 4.4 android versions. (https://code.google.com/p/android/issues/detail?id=59185) does anyone know, if this is corrected? Is there an alternative?
Any ideas, suggestions and answers would be very welcome!
Here is some of my code:
public void start(){
Uri uri = getRingtoneUri(this);
try{
mediaPlayer = new MediaPlayer();
mediaPlayer.setDataSource(this, notificationSound);
mediaPlayer = MediaPlayer.create(this, notificationSound);
mediaPlayer.setLooping(false);
mediaPlayer.start();
mediaPlayer.setOnCompletionListener(this);
}catch(IOException e){
log("onStartCommand", "notification Sound could not be loaded: ", e);
}
}
public void onCompletion(MediaPlayer mp) {
log("onComltion", "stop: " + stop);
// do something
}
public void stop(){
mediaPlayer.release();
mediaPlayer = null;
}
Related
I am having an odd issue where my audio file sometimes plays and sometimes does not play. The catch is that when it decides to not play, the DDMS gives me an:
E/MediaPlayer﹕ Should have subtitle controller already set
Because this is one-to-one with the music not playing, I have determined that this is probably the issue...
If the music is not playing and I hit the volume button it begins to play.
If I wait about 30 seconds of no-play, it begins to start again (not looping).
Whats going on here? I am on KitKat using
player = new MediaPlayer();
AssetFileDescriptor afd = null;
try {
afd = getAssets().openFd("Theme.mp3");
} catch (IOException e) {
e.printStackTrace();
}
try {
player.setDataSource(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength());
} catch (IOException e) {
e.printStackTrace();
}
try {
player.prepare();
} catch (IOException e) {
e.printStackTrace();
}
player.setLooping(true); //restart playback end reached
//player.setVolume(1, 1); //Set left and right volumes. Range is from 0.0 to 1.0
player.start(); //start play back
Looking at a previous discussion on StackOverflow, and the referenced Android commit where this was introduced, the code above might not completely initialize the MediaPlayer object.
The KitKat example code for media playback suggests that you should call:
mediaPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
immediately after you construct the MediaPlayer, and before you call its setDataSource method.
I had the same issue and I fixed it by adding the following right after instantiating MediaPlayer.
mediaPlayer.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mp) {
if (mp == mediaPlayer) {
mediaPlayer.start();
}
}
});
Previously I was implementing MediaPlayer.OnPreparedListener and overriding onPrepared() but it didn't work.
I hope this helps!
This should fix your problem (did for me): Replace the line that says "player.start()" following the rest of your code with an async callback like so:
player.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mediaPlayer) {
mediaPlayer.start();
}
});
This error is just a Log.e, not a real error. It shouldn't cause your player to not play, I'm guessing it's just because the player hadn't finished preparing when you try to call start().
E/MediaPlayer﹕ Should have subtitle controller already set
Its been a long time since I was working on this app. Here is what I ended up doing to get this to work. (Tested on KitKat and Lollipop). I think switching from MediaPlayer to APMediaPlayer was part of the trick.
#Override
public void onDestroy() {
if(player != null) {
player.release();
player = null;
}
super.onDestroy();
}
#Override
public void onStart() {
super.onStart();
if(player != null) {
player.start();
}
else {
player = new APMediaPlayer(this); //create new APMediaPlayer
player.setMediaFile("Theme.mp3"); //set the file (files are in data folder)
player.start(); //start play back
player.setLooping(true); //restart playback end reached
player.setVolume(1, 1); //Set left and right volumes. Range is from 0.0 to 1.0
}
}
#Override
public void onResume() {
super.onResume();
if(player != null) {
player.start();
}
}
set in manifest file may help you
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
Having small game to play short sound after onclick ImageButton. But after touching 10times MediaPlayer stop playing sounds on short time. After sometime it play sound again. When I look to LogCat console it show error: E/MediaPlayer(19584): error (1, -2147483648).
Please can you show me the way to find sollution to solve this problem ? Why MediaPlayer gives me error ?
I use this part of code to play Sound:
public void playAudio () {
try {
mediaPlayer = MediaPlayer.create(getBaseContext(), R.raw.trefa);
mediaPlayer.setLooping(false);
mediaPlayer.start();
mediaPlayer.setOnCompletionListener(new OnCompletionListener() {
public void onCompletion(MediaPlayer arg0) {
}
});
} catch (Exception e) {
Log.e("beep", "error: " + e.getMessage(), e);
}
}
The sollution for me is really to use SoundPool (not MediaPlayer). I have replaced my MediaPlayer with SoundPool from this tutorial: http://www.edumobile.org/android/android-programming-tutorials/sound-pool-example-in-android-development and everything is ok.
My code to start mediaplayer:
MediaPlayer player = MediaPlayer.create(context, Uri.fromFile(new File(context.getExternalCacheDir().getAbsolutePath()+ File.separator + "test.mp3")));//MediaPlayer.create(context, resId);
player.setAudioStreamType(playOnStream);
player.start();
player.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
mp.release();
}
});
if after this I start any animation (I have different animations with different views started one after another by listening onAnimationEnd) mediaplayer stops with logcat message:
05-08 11:17:43.180: W/MediaPlayer-JNI(6571): MediaPlayer finalized without being released
Currently I have no ideas about how workaround this
Make sure to release the media player object in onPause() and prepare it again in onResume()
I want to play a notification sound and my problem it that the sound loops forever, when it should sound only once.
I've tried two ways:
notification.sound = Uri.parse("content://media/internal/audio/media/38");
and
mMediaPlayer = new MediaPlayer();
mMediaPlayer.setAudioStreamType(AudioManager.STREAM_NOTIFICATION);
mMediaPlayer.setDataSource(this, Uri.parse("content://media/internal/audio/media/38"));
mMediaPlayer.setLooping(false);
mMediaPlayer.prepare();
mMediaPlayer.setOnPreparedListener(new OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mp) {
Log.v(Utils.TAG, "onprepared");
mp.start();
}
});
mMediaPlayer.setOnCompletionListener(new OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
Log.v(Utils.TAG, "end, we should release");
mp.stop();
mp.release();
}
});
In the second case, I never see the trace "end, we should release", the audio is played over and over and over again.
Any idea?
Thank you very much
UPDATE:
I've tried two devices and:
It loops forever on a Galaxy Nexus with ICS 4.0.4
It works fine on a HTC Hero 2.2.1
There are sounds with "built-in" loops which will play for ever. This is different to setting the MediaPlayer to looping. If you start playing a sound with a built-in loop, it will never finish. These are mostly ring tones (as opposed to alarm tones or notification tones). You can set the RingtoneManager to return only notification tones or alarm tones with myringtonemanager.setType(RingtoneManager.TYPE_ALARM|RingtoneManager.TYPE_NOTIFICATION)
which will exclude most looping sounds, but unfortunaley this is not guaranteed to exclude them all on any device. :-(
Therefore the solution of Tiago Almeida is a good work-around (and i've voted it up) though it will also truncate all sounds which have just a few (and no infinite) loops.
Try this:
try {
mp.setDataSource(uri.toString());
mp.setAudioStreamType(AudioManager.STREAM_ALARM);
mp.prepare();
mp.start();
mp.setOnSeekCompleteListener(new OnSeekCompleteListener() {
public void onSeekComplete(MediaPlayer mp) {
mp.stop();
mp.release();
}
});
} catch (Exception e) {
e.printStackTrace();
}
One more workaround for this problem
boolean soundPlayedOnce = true;
if(soundPlayedOnce){
mp.start();
soundPlayedOnce = false;
}
set this boolean to true right before you want to play sound
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.