I have created a class MySoundPool (I am using this class as sigelton, but don't think this is relevant as everyting else works). I am initianalizing SoundPool, a HashMap, and get the context for AudioManager. Thereafter I am loading two sounds.
MySoundpool is used by method MySoundPool.playSound(int index, float rate)
playSound clips rate to 0.5 <= rate >= 2.0 an executes statements
float streamVolume = mAudioManager.getStreamVolume(AudioManager.STREAM_MUSIC);
streamVolume = streamVolume / mAudioManager.getStreamMaxVolume(AudioManager.STREAM_MUSIC);
mSoundPool.play(mSoundPoolMap.get(index), streamVolume, streamVolume, index, 0, rate);
So far so good. Everything works fine.
No it happens that playSound is called while the previous sound still plays, and I want to stop that before playing the new sound. Prior to the above code snippet I tried
mSoundPool.stop(mSoundPoolMap.get(index));
and
mSoundPool.autoPause();
with no success. The sound just continues to play to its end.
Any comments will be appreciated
I assume that you create a new SoundPool object in the constructor of your MySoundPool class?
If so then the first argument that SoundPool's constructor takes is the number of streams to allow at the same time. for example...
mSoundPool = new SoundPool(10, AudioManager.STREAM_MUSIC, 0);
That will allow 10 sounds to play at once so just change the 10 to a 1 and that should do it.
Edit:
The stop() method takes a stream id as an argument, which should be the number returned from the play() method. You could try setting a variable equal to what play() returns and then use that variable when stopping the sound.
Use the soundId to play a sound but use the streamId to stop it. These are not always the same number!
When you start the sound, store the returned streamId:
int myStreamId = mSoundPool.play(mSoundPoolMap.get(index), streamVolume, streamVolume, index, 0, rate);
Then use that streamId (not the soundId) to stop the sound:
mSoundPool.stop(myStreamId);
As it says in the class document:
public final int play (int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)
Since: API Level 1
Play a sound from a sound ID. Play the sound specified by the soundID. This is the value returned by the load() function. Returns a non-zero streamID if successful, zero if it fails. The streamID can be used to further control playback.
Returns
non-zero streamID if successful, zero if failed
Had the same problem, why does one not read the F M ! :D
-Thanks guys!
Related
It seems that soundPool Api is not working correctly on android 11. I hear the sound like slow motion. Have anyone any related issue ?
My code
private SoundPool soundPool;
private int wonSound;
...
soundPool = new SoundPool.Builder().setMaxStreams(1).build();
wonSound = soundPool.load(this, R.raw.slot_win_1, 1);
...
soundPool.play(wonSound, 1, 1, 0, 0, 0);
According to the documentation:
https://developer.android.com/reference/android/media/SoundPool#play(int,%20float,%20float,%20int,%20int,%20float)?
SoundPool's function play() takes as its last parameter:
float: playback rate (1.0 = normal playback, range 0.5 to 2.0)
So, playback rates below 1 will sound slower than the original sound. To play your sound in its original playback rate, you should call play() like this:
soundPool.play(wonSound, 1, 1, 0, 0, 1);
changing pitch:
soundPool = new SoundPool(50, AudioManager.STREAM_MUSIC, 0);
/** Sound ID for Later handling of sound pool **/
soundId = soundPool.load(this, R.raw.sounds, 1);
play:
streamId = soundPool.play(soundId, 1, 1, 1, 3, pitch);
How can I save the file?
I don't think you can do this with the SoundPool, as it does not allow you to work at a byte level. I think you want to look into using AudioTracks.
I am trying to play SoundManager using the following, but it still seams to be using the media volume instead of the ringtone volume. Why?
float streamVolume = mAudioManager.getStreamVolume(AudioManager.STREAM_RING);
streamVolume = streamVolume / mAudioManager.getStreamMaxVolume(AudioManager.STREAM_RING);
mSoundPool.play((Integer) mSoundPoolMap.get(index), streamVolume,streamVolume, 1, 0, speed);
As per Michael, I have to change this in "initSounds" in my SoundManager also. Thanks Michael.
I'm trying to play background music on my app and occasional sound effects when you kill an enemy and stuff like that.
All the sound effects worked, but then I started using a MusicManager class (similar to this tutorial: http://www.rbgrn.net/content/307-light-racer-20-days-61-64-completion) to try to play background music and it works, but the sound effects get chopped after half a second or so.
I'm playing the sound effects using:
MediaPlayer mp = MediaPlayer.create(context, R.raw.fire);
mp.start();
Use soundpool instead.
SoundPool can play multiple streams at once at different volumes, speeds, and looping.
MediaPLayer isn't really meant to handle game audio.
I have 2 games published in the market, and both use SoundPool and have no issues.
here these two functions are taken right out of my game.
public static void playSound(int index, float speed)
{
float streamVolume = mAudioManager.getStreamVolume(AudioManager.STREAM_MUSIC);
streamVolume = streamVolume / mAudioManager.getStreamMaxVolume(AudioManager.STREAM_MUSIC);
mSoundPool.play(mSoundPoolMap.get(index), streamVolume, streamVolume, 1, 0, speed);
}
public static void playLoop(int index, float speed)
{
float streamVolume = mAudioManager.getStreamVolume(AudioManager.STREAM_MUSIC);
streamVolume = streamVolume / mAudioManager.getStreamMaxVolume(AudioManager.STREAM_MUSIC);
streamVolume = streamVolume / 3f;
mSoundPool.play(mSoundPoolMap.get(index), streamVolume, streamVolume, 1, -1, speed);
}
that is how easy it is. To take a closer look at this, I only use my playLoop() to play background music, so I lower the volume on it, but you could easily modify the code to manually set the volume each time you play.
also
mSoundPool.play(mSoundPoolMap.get(index), streamVolume, streamVolume, 1, -1, speed);
the first argument mSoundPoolMap.get(index) is just a container holding all of my sounds. I assign each sound a final number such as
final static int SOUND_FIRE = 0, SOUND_DEATH = 1, SOUND_OUCH = 2;
I load thos sounds into those positions and the play them from it. (remember you dont want to be loading all your sounds every time you run one, just load them once.) The next 2 arguments are left/right volume, priority, and then -1 to set to loop.
mSoundPool = new SoundPool(8, AudioManager.STREAM_MUSIC, 0);
this sets my soundpool to 8 streams. the other is the source type and then the quality.
have fun!
Now I can play a music in android. But I want to play this sound in a random amount of time between 2 to 8 seconds.How Can I randomly play it that for example the first time, it plays for 2 seconds, the next time 7 sec and so on? Can anybody help me?
Go through these links:
Random number Generation
Media Player
Timer
you will get an idea.
Sound in android is played like this :
AudioManager audioManager = (AudioManager) getSystemService(AUDIO_SERVICE);
int mSoundID = mSoundPool.load(this, R.raw.sound1, 1);
float lActualVolume = (float) audioManager
.getStreamVolume(AudioManager.STREAM_MUSIC);
float lMaxVolume = (float) audioManager
.getStreamMaxVolume(AudioManager.STREAM_MUSIC);
float lVolume = lActualVolume / lMaxVolume;
// Is the sound loaded already?
if (mSoundIsLoaded) {
mSoundPool.play(mSoundID, lVolume, lVolume, 1, 0, 1f);
I think you have been given plenty of help to figure the random number part out.
You will have to put the sound file in your assets/raw directory.
edit:
I forgot to mention where the mSoundIsLoaded parameter came from.
I set it when my sound has been loaded. I do this in my onCreate method. when the sound is loaded I set the boolean field called mSoundIsLoaded. I do this to prevent NullPointerExceptions when playing the sound
the loading of the sound looks like this:
mSoundPool = new SoundPool(10, AudioManager.STREAM_MUSIC, 0);
mSoundPool.setOnLoadCompleteListener(new OnLoadCompleteListener() {
#Override
public void onLoadComplete(SoundPool soundPool, int sampleId,
int status) {
mSoundIsLoaded = true;
}
});
mSoundID = mSoundPool.load(this, R.raw.sound1, 1);