So basically I use a Spinner widget and pass it the RingtoneManager Picker action, the user then selects their ringtone. Then I call onActivityResult() and get the uri for the ringtone.
Finally I pass the uri to another activity where I have a alarm setup to go off after a specific amount of time.
THE PROBLEM >>> when I get the uri for the ringtone in the 2nd activity and let mediaPlayer play it, It...it doesn't stop. No matter WHAT I try.
This is the 2nd activity and the mediaPlayer that never stops.
Uri ringtone;
ringtone = Uri.parse(musixType);
//mMediaPlayer.setDataSource(DisplayNotification.this, ringtone);
mMediaPlayer = MediaPlayer.create(DisplayNotification.this, ringtone);
mMediaPlayer.start();
mMediaPlayer.setVolume(100, 100);
}
mMediaPlayer.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
while (mMediaPlayer != null) {
mMediaPlayer.stop();
mMediaPlayer.release();
mMediaPlayer = null;
}
}
});
How do I get it to stop #.#
Edit:
Could the reason it doesn't stop playing be that it is a ringtone from the RingtoneManager? I don't know why this would matter but I'm grasping at straws at this point.
Edit:
Is there a way to specify a certain length of time for mediaPlayer to run and disregard the data passed to it?
did you use MediaPlayer.setLooping method
use mMediaPlayer.setLooping(false);
Since you're not calling setLooping(true); on your mMediaPlayer referenced object, looping should not be the issue here as default is set false. Make sure you're not actually calling this piece of code multiple times from outside. Put a Log line before mMediaPlayer = MediaPlayer.create(DisplayNotification.this, ringtone); and see how many times it gets logged.
use this
mMediaPlayer.setLooping(true);
I had this problem too and solved it like this:
player.setDataSource(this, ringtone);
player.setAudioStreamType(AudioManager.STREAM_MUSIC);
player.prepareAsync();
player.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
#Override
public void onPrepared(final MediaPlayer mp) {
myHandler.postDelayed(new Runnable() {
#Override
public void run() {
mp.stop();
mp.release();
}
}, mp.getDuration()); <-- Make a postDelayed runnable that has the duration of the file as its cut off. Once the song plays, it will stop the mediaPlayer.
mp.start();
}
});
Related
player.reset();
player.setDataSource(url);
// mPlayer.setDataSource(mFileName);
player.prepareAsync();
player.setOnPreparedListener(
new OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mp) {
player.start();
}
}
);
This is my mediaplayer bit code. I'm doing the exact thing I should be doing in order to have the state of the media player correctly yet I'm still having the error start called in state 1 can anyone help? Thanks a lot!
I think the problem here is that you need to set the listener before you call player.prepareAsync(); because there is always the possibility (especially if the url points to the disk) that the prepareAsync call might return before the listener is set.
Change player.start(); to mp.start();
I have a problem on MediaPlayer's method : create().
(Version 2.3.3)
mMediaPlayer = new MediaPlayer();
mMediaPlayer.create(this, musicIds[0]).start();
First line is Ok, but the second line is the point.
The eclipse suggestions me "Change access to static using 'MediaPlayer'(declaring type)" and "Add #SuppressWarnings 'static-access' to on Create()".
By the way, I take eclipse's suggestions........but still don't work.
It may be suggesting you do something like this:
MediaPlayer mMediaPlayer = MediaPlayer.create(this, musicIds[0])
mMediaPlayer.start();
MediaPlayer mp = MediaPlayer.create(this, musicIds[0]);
mp.start()
On success, prepare() will already have been called and must not be called again.
Don't forget to call mp.release() after you are done with it.
I don't think the Eclipse's suggestions should be the subject for not working your code.
I will concentrate my attention on the way how the MediaPlayer is started. Beware that it may take some time until the song is initialized. So you better set the onPrepared() listener and call start() only when the mediaplayer is prepared.
mMediaPlayer.create(this, musicIds[0])
mMediaPlayer.setOnPreparedListener(new OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mp) {
mMediaPlayer.start();
}
});
This is a more complete example of how to wait for the media player to be ready to play and ensure that you are releasing the media player. Without calling mediaPlayer.release() you may have problems on subsequent calls to the MediaPlayer.
MediaPlayer mediaPlayer= MediaPlayer.create(context.getApplicationContext(), R.raw.notification_ring);
mediaPlayer.setOnCompletionListener(new MediaPlayer.OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mediaPlayer) {
mediaPlayer.release();
}
});
mediaPlayer.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mediaPlayer) {
mediaPlayer.start();
}
});
In Adnroid, at first i declare the mediaplayer by
MediaPlayer mpl;
next I have this in the onCreate method
mp = new MediaPlayer();
mp = MediaPlayer.create(this, R.raw.hit );
mp.setVolume(1, 1);
and a function that's supposed to play a sound when called
public void click()
{
mp.start();
}
yet the problem is that if the user calls this function multiple times, before it has stopped playing the last sound, it will die and stop playing any sounds, before the app is reset.
Any ideas how to fix that?
Thanks!
edit - found a solution:
mp.setOnCompletionListener(new OnCompletionListener() {
public void onCompletion(MediaPlayer mp) {
mpl.release();
}
});
public void click()
{
if( ! mp.isPlaying() ) {
mp.start();
}//if
}//met
you can disable the button.
or you can stop current playing and star
new in onClick()
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.
I am trying to play a looping Ogg file, I tried enabling setLooping(true) but that had no effect so I tried onCompletionListener and that's not working either, could someone clarify what I am doing wrong?
musicPlayer = MediaPlayer.create(mContext, R.raw.overworld);
musicPlayer.setVolume(musicVolume, musicVolume);
// musicPlayer.setLooping(true);
musicPlayer.setOnCompletionListener(new OnCompletionListener() {
#Override
public void onCompletion(MediaPlayer mp) {
musicPlayer.stop();
musicPlayer.seekTo(0);
musicPlayer.start();
Log.d("Sound Manager", "Song Completed");
}
});
Following is my play function,
public void playSong(int id) {
try {
stopSong();
musicPlayer = MediaPlayer.create(mContext, id);
musicPlayer.start();
} catch(Exception e) {
// Ignored
}
}
It's known that MediaPlayer is having problems with ogg files.
You could preferrably switch to another file format.
The other thing is, I would go on trying with setLooping(boolean) as it's most likely using the same scheme and its much more clearly.
Calling seekTo() if the MediaPlayer Object is stopped causes the MediaPlayer to be in an invalid state. You can call pause() instead but I wouldn't call any of these method, why not just seeking? I would guess if you remove the musicPlayer.stop() it will work.
remove ....
musicPlayer.stop();
from
onCompletion(MediaPlayer mp)
onCompletionListener() is not called if your MediaPlayer is set to looping, BUT if you don't have it set to looping, you can always just use a completion listener like so
#Override
public void onCompletion(MediaPlayer mp) {
if(!mp.isPlaying()) {
mp.start();
}
mp.seekTo(0);
}
You also shouldn't call stop() because that stops playback completely, and it doesn't make sense to seek in a video/song that you are not playing.