I have very basic media player code:
AssetFileDescriptor FileDescriptor = getAssets().openFd(musicPth);
MusicPlayer.setDataSource(FileDescriptor.getFileDescriptor());
MusicPlayer.prepare();
MusicPlayer.start();
For some reason when the song finishes, the player automatically plays the next song in the folder!
I've tried setOnCompletionListener and setLooping functions but it seems they don't effect the player and it just goes to the next song.
If I exclude the second mp3 then the player loops the same song which is what I want.
Very strange behavior, am I missing something?
I have seemed to fix my problem by changing the setDataSource() function to this:
AssetFileDescriptor FileDescriptor = getAssets().openFd(musicPth);
MusicPlayer.setDataSource(FileDescriptor.getFileDescriptor(),
FileDescriptor.getStartOffset(),
FileDescriptor.getLength());
FileDescriptor.close();
Related
[First App] I am creating a sort of Alarm app that allows user to select alarm sound from either sd-card or app-supplied sounds. Since, the app essentially plays alarms, I want the volume to be 'alarm volume' of the device. I am able to achieve this for sd card sounds. But, I am unable to setAudioStreamType for raw resource sounds.
I am using following code :
MediaPlayer m_player = new MediaPlayer();
m_player.setAudioStreamType(AudioManager.STREAM_ALARM);
switch (bin_name) { //bin_name = various user selectable music files
default:
m_player = MediaPlayer.create(context, R.raw.blu);
break;
}
m_player.setLooping(true);
m_player.start();
My blu.mp3 plays at media volume only. Upon checking the documentation for MediaPlayer.create(Context context, int resid), I found this :
Note that since prepare() is called automatically in this method, you cannot change the audio stream type (see setAudioStreamType(int)), audio session ID (see setAudioSessionId(int)) or audio attributes (see setAudioAttributes(AudioAttributes) of the new MediaPlayer.
I also tried finding code samples for above method but none of them showed how to set AudioStreamType to AudioManager.STEAM_ALARM. I will accept answers with alternative ways that simply play the sound with infinite loop. How to achieve this ?
As the documentation you are referring to says, you must create and prepare the MediaPlayer yourself. Haven't tried with the STREAM_ALARM but I'm using following snippet to play on STREAM_VOICE_CALL
Uri uri = Uri.parse("android.resource://com.example.app/" + R.raw.hdsweep);
MediaPlayer mMediaPlayer = new MediaPlayer();
mMediaPlayer.setAudioStreamType(AudioManager.STREAM_VOICE_CALL);
mMediaPlayer.setDataSource(context, uri);
mMediaPlayer.prepare();
mMediaPlayer.start()
I have to 2 songs.I used radio buttons for both songs so when select first it should play me the first song and when i click on second. Second song should be played.I have used Play,pause and stop button so when i select first song and click play first song should be played.how to use media player for 2 songs.Previously i used 2 media players for different songs. How to use one media player.
Previously I have used this statements for two songs
mediaPlayer = MediaPlayer.create(getApplicationContext(),R.drawable.inno);
mediaPlayer1 = MediaPlayer.create(getApplicationContext(),R.drawable.rocky);
My question is i want to use only one media player for both songs
You better stop being lazy and search for the solution on your own aswell. #1Up pretty much answered your question. For your second question: This is Uri
Keep using two mediaplayers, in cases like this there is no problem doing that. Using only one reference would mean you'd have to recreate it each time you want to change clip, or stopping it and calling setDataSource(context, URI).
If you use only one reference to mediaplayer the user will have to wait for the clip to be ready each time it has to be played, while in your implementation both sound clips are ready to be played at any time.
Anyways, here is a setDataSource example:
MediaPlayer mp = MediaPlayer.create(context, firstSongUriOrRes);
public void play(int clip)
{
if(mp.isPlaying()) //Stop the mediaplayer if it's already playing
mp.stop();
switch(clip) //Choose the clip to be played
{
case 0:
mp.setDataSource(context, firstSongUriOrRes);
break;
case 1:
mp.setDataSource(context, secondSongUriOrRes);
break;
}
mp.prepare();
mp.start(); //Start the mediaplayer
}
Another way to use setDataSource is to place the audio files inside the asset directory and use this code:
AssetFileDescriptor fd = context.getAssets().openFd("pathInsideAssets/fileName");
mp.setDataSource(fd.getFileDescriptor(), fd.getStartOffset(), fd.getDeclaredLength());
I've been looking at this example https://stackoverflow.com/a/8974361/1191501 and it works perfectly. But my problem is how do I reference the recorded audio so it can be played back straight away?
the output code is:
recorder.setOutputFile("/sdcard/audio/"+filename);
and this definitely records the audio.
and then to playback the audio, I was using:
player.setDataSource();
but I don't know how to reference the filename bit so it plays back. Any ideas?
I had similar problems playing audio from the SD card at one point. This is what did it for me:
private void playMedia() {
String path = Environment.getExternalStorageDirectory() + "/audio_stuff.mp3";
mediaPlayer = MediaPlayer.create(this, Uri.parse(path));
mediaPlayer.start();
}
Make sure to release your MediaPlayer instance and set it to null when you are done. And just in case, make sure your SD card is not mounted when you try to play your audio file. :)
Looking here,
player.setDataSource("/sdcard/audio/"+filename);
player.prepare();
player.start();
would work I would think.
Due to login confusion, i'm repeating this question. If any moderator sees this, i'd like to keep this one current, as I no longer can access my former login.
A bit of a problem has presented itself to me. I am trying to play a sound continously looping in my android app.
With MediaPlayer: MP3 plays alright, but there is a gap at the end which does not exist in the file. I read it had to do with the decoder, and that ogg should work. Tried using ogg, but still get the gap, which is definitely not on the file.
With SoundPool classes and ogg (using this fellow's interesting class: http://www.droidnova.com/creating-sound-effects-in-android-part-1,570.html),
the sound starts, and a fraction of a second later, it restarts. so I get a stutering half a second of the beginning of every file, without advancing further, because it is always going back to the beginning.
Is there something really wrong with media player and it's ability to loop audio? How about the freakishy stuttering soundpool?
Thank you very much for any assistance!
Note: Karthi_Heno suggested I do this:
MediaPlayer mediaPlayer;
setVolumeControlStream(AudioManager.STREAM_MUSIC);
mediaPlayer = new MediaPlayer();
try {
AssetManager assetManager = getAssets();
AssetFileDescriptor descriptor = assetManager.openFd("music.ogg");
mediaPlayer.setDataSource(descriptor.getFileDescriptor(),
descriptor.getStartOffset(), descriptor.getLength());
mediaPlayer.prepare();
mediaPlayer.setLooping(true);
} catch (IOException e) {
textView.setText("Couldn't load music file, " + e.getMessage());
mediaPlayer = null;
}
However, when i do this, getassets gives filenotfound, even though there IS a filein assets. any thoughts either on thisassets problem, or my audio loop question?
thanks. Yep, i'm an android newb alright, can't even get sound to loop alright.
I have ONE object MediaPlayer mediaplayer. I use it to play different sounds, one after another.
mediaplayer = MediaPlayer.create(context, ResIdMusicONE);
mediaplayer.start();
// some user input
mediaplayer.release();
mediaplayer = null;
// some other user input
mediaplayer = MediaPlayer.create(context, ResIdMusicTWO);
mediaplayer.start();
// some user input
mediaplayer.release();
mediaplayer = null;
Sometimes is works fine. But sometimes the two sounds are played at the same time. And at positions, where mediaplayer should already have been released and be equal null.
Thanks for the help.
If I were you I would use the SoundPool class for this. With SoundPool you can set the number of streams to play at the same time, so by setting that to 1 you can just call play() over and over and the most recent call to play() will be the only sound that you hear.
Take a look at my post a while back. It has an example of the SoundPool class in the question.
Edit:
Have you tried creating a new instance and calling the prepare() every time you want to start a new sound?
mediaplayer = new MediaPlayer();
mediaplayer.setDataSource(path);
mediaplayer.prepare();
mediaplayer.start();
Though actually now that I think about it, I'm pretty sure you only need to do that if you are using a file from the sdcard not from your resources... Hmmm.