Ok well I have been fighting with this for a while now and have soundboard apps that I havn't ran into this problem in. I am developing a widget that allows for a sound to be played when a button is pressed on the widget.
I am assuming I am just not using the setOnPreparedListener properly but basically what is happening is that some of my sounds play correctly and more likely than not the sounds will cut off the last part noticeable by word or sound effect missing. Below is my code please let me know if you have any idea what's wrong with the code or post a working revision.
Thanx in advance.
public int onStartCommand(Intent intent, int flags, int startId) {
/** Get our place holder for quotes & sounds. */
int s = UpdateService.getQuoteNumber();
/** Check if a sound is playing if so... stop and reset it. */
if (mp != null && mp.isPlaying()){mp.stop();mp.reset();}
/** Create a new mediaplayer and set looping. */
mp = MediaPlayer.create(this, SoundsClicked.randomSound[s]);
mp.setLooping(false);
/** Try to prepare the sound/mediaplayer, if not report error & type. */
try {mp.prepare();}
catch (IllegalStateException e) {e.printStackTrace();Log.e(Integer.toString(s), "IllegalStateException");}
catch (IOException e) {e.printStackTrace();Log.e(Integer.toString(s), "IOException");}
/** Check if the sound is prepared, if so play it. */
mp.setOnPreparedListener(new OnPreparedListener() {
public void onPrepared(MediaPlayer mp) {
mp.start();
while (mp.isPlaying()) {};
}
});
return flags;}
This is called from a service (obviously from the onStartCommand) but figured I would throw that out there for those not familiar with some of the methods.
If you're using Android 2.2, there are apparently some problems with the MediaPlayer cutting off the last X% of at least some audio files. I'm running in to that problem with the app I'm currently working on. I haven't found if there is a solution or not.
Related
I'm trying to build a game which plays some sounds effects on click & at the same time music in the background.
I tried implementing this with two MediaPlayer objects.
The first one, which served for the effects on click works great.
The second one however sometimes logs error 100, sometimes error 38. No sound at all.
Variables
private MediaPlayer mEffects;
private MediaPlayer mpSoundBackground;
Implementation of the sound media player:
mpSoundBackground = MediaPlayer.create(MainActivity.this, R.raw.soundbackground1small);
mpSoundBackground.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mp) {
Logger.d("prepared");
musicPrepared = true;
}
});
mpSoundBackground.setOnErrorListener(new MediaPlayer.OnErrorListener() {
#Override
public boolean onError(MediaPlayer mp, int what, int extra) {
Logger.d("error "+what);
return false;
}
});
if (musicPrepared) {
mpSoundBackground.start();
Logger.d("music is prepared");
} else {
Logger.d("music is not prepared");
}
Implementation of the effects Media Player:
stopPlaying();
mEffects= MediaPlayer.create(MainActivity.this, R.raw.soundhit);
mEffects.start();
private void stopPlaying() {
if (mEffects!= null) {
mEffects.stop();
mEffects.release();
mEffects= null;
}
}
Update
To add to the confusion: It does seem to work in emulator
(Genymotion), but does not work on my OnePlus One, running Lollipop
You need to use the setOnPreparedListener method for both players. also if you want to play a sound on clicks consider using SoundPool.
Also in the public void onPrepared(MediaPlayer mp) method, you can use mp.start there is no need for that flag, since you can not know for sure that it is prepared once you reach that prepared flag
I couldn't make the errors go away, until I reconverted my soundfile to MP3.
Now it plays both on device & simulator without any problems.
Moral of this story: if you are running into errors, try a few encodings of the same file (possibly a few file sizes too!), it might be the solution.
What i have:
I have implemented three MediaPlayer.Objects in my App.
All Three are created using a thread:
protected void onResume() {
// Threads
mTT1 = new TrackThread(this, R.raw.audiofile1, 1, mHandler);
mTT2 = new TrackThread(this, R.raw.audiofile2, 2, mHandler);
mTT3 = new TrackThread(this, R.raw.audiofile3, 3, mHandler);
// start thread
mTT1.start();
mTT2.start();
mTT3.start();
super.onResume();
}
"simplified" Code in the Thread for creating:
public class TrackThread extends Thread implements OnPreparedListener {
...
...
...
public void run() {
super.run();
try {
mMp.setDataSource(afd.getFileDescriptor(),
afd.getStartOffset(), afd.getDeclaredLength());
mMp.prepare();
} catch (IllegalArgumentException | IllegalStateException
| IOException e) {
Log.e(TAG, "Unable to play audio queue do to exception: "
+ e.getMessage(), e);
}
}
As I read in several Tutorials the "prepare()" methode takes a little bit of time to finish. Therefore i implemented a "Waiting loop" which waits until all MPs are prepared and created.
When "prepare and create" are done i enable the Start button and i want to start all 3 Mediaplayers SIMULTANEOUSLY.
I again use a Thread for dooing so:
public void onClick(View v) {
// Button 1
if (mBtn.getId() == v.getId()) {
mTT1.startMusic();
mTT2.startMusic();
mTT3.startMusic();
}
Code in the thread:
public class TrackThread extends Thread implements OnPreparedListener {
...
...
...
// start
public void startMusic() {
if (mMp == null)
return;
mMp.start();
}
Please note that the code above is not the full code, but it should be enough to define my problem.
What i want, My problem:
All MPs should play their Music in Sync, unfortunately sometimes when i start the music, there is a time delay between them.
The MPs must start at the exact same time as the 3Audio-files must be played simultaneously (and exactly in sync)
What i have already tried:
+) using SoundPool: My Audio-files are to big(5Megabyte and larger) for SoundPool
+) seekTo(msec): i wanted to seek every MP to a Specific time: eg.: 0, but this did not solve the problem.
+) to reach more Programmers i also asked this question on: coderanch.com
I hope somebody can help me!
Thanks in advance
The bottleneck here will certainly be preparing the mediaplayers to play. The Android framework provides an asynchronous method to perform this loading, and so with a bit of synchronization code you should be able to get these audio sources to play at roughly the same time. To keep from sound artifacting, you'll want less than 10ms of latency.
Initialize an atomic counter, C, to the number of things to load.
Use the prepareAsync() functions within MediaPlayer to prepare all three. Immediately after calling prepareAsync, supply a listener using setOnPreparedListener(listener).
Inside this listener, decrement C and check the value. If the value is greater than 0, wait on an object using the java object .wait() function. If the value is equal to 0, call notifyAll() on the object to wake up all of the other mediaplayer prepared-listener callback threads.
public void startMediaPlayers(List<MediaPlayer> mediaPlayers) {
private AtomicInteger counter = new AtomicInteger(mediaPlayers.size());
Object barrier = new Object();
/* start off all media players */
for (MediaPlayer player : mediaPlayers) {
player.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
#Override
public void onPrepared(final MediaPlayer mediaPlayer) {
int value = counter.decrementAndGet();
if (value == 0) {
// all media players are done loading.
// wake up all the ones that are asleep
barrier.notifyAll();
} else {
while (value > 0) {
try {
// wait for everyone else to load
barrier.wait();
} catch (InterruptedException e) {
// ignore
}
}
}
mediaPlayer.start();
callback.success(true);
}
player.prepareAsync();
}
}
As nobody could help me I found a solution on my own. MediaPlayer did not fulfill my requirements but Android JETPlayer in combination with JETCreator did.
CAUTION: Installing Python for using JETCreator is very tricky, therfore
follow this tutorial. And be careful with the versions of python and wxpython, not all versions support the JETCreator.
I used:
Python Version 2.5.4 (python-2.5.4.msi)
wxPython 2.8 (wxPython2.8-win32-unicode-2.8.7.1-py25.exe)
For those who do not know how to implement the Jetplayer watch this video
(at min.5 he starts with programming the Jetplayer).
Unfortunately I do not speak French so I just followed the code which worked for me.
Using Android JETCreator you can create your own JET Files and use them as your resource.
Useful links:
Demo data
Manual
Code/class
I'm trying to write a function to play a short sound (in /res/raw) in my program, called at effectively random times throughout the program. So far I have this function:
public void playSound() {
MediaPlayer mp = new MediaPlayer();
mp = MediaPlayer.create(this, R.raw.ShortBeep);
mp.setAudioStreamType(AudioManager.STREAM_MUSIC);
mp.setLooping(false);
mp.start();
}
It works fine for awhile, but after exactly 30 plays of the sound, it stops making sound.
According to the Docs
... failure to call release() may cause subsequent instances of MediaPlayer objects to fallback to software implementations or fail altogether.
When you are done with it call mp.release() so that it can release the resources. I don't know what the limit is and I'm sure it depends on many factors. Either way you should be calling this function on your MediaPlayer object, especially if it will be used more than once.
I've just solved the exact same problem, but I'm using Xamarin. I ended up changing from holding on to a MediaPlayer instance for the lifetime of the activity to creating an instance each time I want to play a sound. I also implemented the IOnPreparedListener and IOnCompletionListener.
Hopefully you can get the idea despite it being C# code
public class ScanBarcodeView :
MvxActivity,
MediaPlayer.IOnPreparedListener,
MediaPlayer.IOnCompletionListener
{
protected override void OnCreate(Bundle bundle)
{
base.OnCreate(bundle);
SetContentView(Resource.Layout.ScanBarcodeView);
((ScanBarcodeViewModel) ViewModel).BarcodeScanFailed += (sender, args) => PlaySound(Resource.Raw.fail);
((ScanBarcodeViewModel) ViewModel).DuplicateScan += (sender, args) => PlaySound(Resource.Raw.tryagain);
}
private void PlaySound(int resource)
{
var mp = new MediaPlayer();
mp.SetDataSource(ApplicationContext, Android.Net.Uri.Parse($"android.resource://com.company.appname/{resource}"));
mp.SetOnPreparedListener(this);
mp.SetOnCompletionListener(this);
mp.PrepareAsync();
}
public void OnPrepared(MediaPlayer mp)
{
mp.Start();
}
public void OnCompletion(MediaPlayer mp)
{
mp.Release();
}
}
So, each time I want a sound to be played I create a MediaPlayer instance, so the data source, tell it that my Activity is the listener to Prepared and Completion events and prepare it. Since I'm using PrepareAsync I don't block the UI thread. When the media player is prepared the Start method on the MediaPlayer is called, and when the sound has finished playing the MediaPlayer object is released.
Before I made these changes I would get to 30 sounds played and it would all stop working. Now I've gone way past 30, also multiple sounds can be played simultaneously.
Hope that helps.
I am having some trouble using the android MediaPlayer in a non activity class, always a context error. Here is the bugged line:
MediaPlayer Shoot = MediaPlayer.create(this, R.raw.shot);
Now I know I cant use "this" in a service, but all the other stuff I tried kept giving bugs.
any suggestions?
You are too luck because in the last two days I have develop an app that uses MediaPlayer inside a background Service ;)
You can simply retrieve an instance of your MediaPlayer using the next line:
MediaPlayer mediaPlayer = new MediaPlayer();
Then you can set all listener and play song that you want.
Edit 22th april 2012
To set listeners (an example):
mediaPlayer.setOnErrorListener(new OnErrorListener() {
public boolean onError(MediaPlayer mp, int what, int extra) {
// TODO notify error to user or play next song
return true;
}
});
mediaPlayer.setOnCompletionListener(new OnCompletionListener() {
public void onCompletion(MediaPlayer mp) {
// TODO Notify to user the completion of song or play next song
}
});
To start and play song you have to do something like this:
try{
mediaPlayer.setDataSource(mSongUrl);
mediaPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
mediaPlayer.prepare();
} catch (Exception e) {
e.printStackTrace();
}
// Starting media player
mediaPlayer.start();
Why don't you just pass the context reference to the constructor of your non activity class.
and then from there save it and pass it to where it is needed.
Make sure your context reference no longer remain live after its use. Else it will gonna cause memory issue.
Hey,
I'm using MediaPlayer to play a regular ShoutCast stream. The code is straightforward with prepareAsync() and a handler to start the playback. While it works flawlessly with some streams like DI.FM or ETN.FM (http://u10.di.fm:80/di_progressive), with others (http://mp3.wpsu.org:8000/) it won't go past the prepare state. No other listeners are called either.
//Uri streamUri = Uri.parse("http://u10.di.fm:80/di_progressive"); /* works */
Uri streamUri = Uri.parse("http://mp3.wpsu.org:8000/"); /* stuck on prepare state */
MediaPlayer mediaPlayer = new MediaPlayer();
mediaPlayer.setOnPreparedListener(new OnPreparedListener() {
public void onPrepared(MediaPlayer mp) {
mp.start();
}
});
mediaPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
mediaPlayer.setDataSource(this.getBaseContext(), streamUri);
mediaPlayer.prepareAsync();
Any feedback is appreciated!
I think that there are some compatibility problems with the server end.
This is rather strange since the emulator handles it ok in my case - just not on my Froyo Galaxy S, even though it is the same API version.
It could be a codec issue, http streaming issue, I do not know.
But all the servers that fail tend to be old ones, with "Copyright 1998 - 2004" at the bottom... Not exactly recent or up to date you would think.
One potential workaround (which I have not tried yet) would be to use the StreamProxy, which would also make your code compatible with 2.1 and possibly earlier versions too. At the cost of extra work, extra code, and without doubt extra bugs...
In case you are not aware of it, there is another player bug report for 2.2 which may be relevant too:
Basic streaming audio works in 2.1 but not in 2.2
I'm facing an issue when MP "hangs" at preparing state too long (stream) and i'm trying to stop it using reset(). This causes MP to hang and thus my whole app freezes. Seems like there is no way to stop MP at preparing state. Im thinking on use prepare() wrapped in thread instead of prepareAsync(). Then i'll be able to kill that thread. As for now i did it in following way:
private void actionCancel(){
try {
mp.setDataSource(new String());
} catch (Exception e) {
e.printStackTrace();
android.util.Log.d(TAG,"actionCancel(): mp.setDataSource() exception");
mp.reset();
}
}
and it works 4me.
Additionally i have a following counter:
#Override
public void onBufferingUpdate(final MediaPlayer mp, final int percent) {
if (!mp.isPlaying()){
// android.util.Log.d(TAG,"onBufferingUpdate(): onBufferingUpdateCount = "+onBufferingUpdateCount);
if (onBufferingUpdateCount>MAX_BUFFERING_UPDATES_AT_PREPARING_STATE)
restartMP();
onBufferingUpdateCount++;
return;
}
}
i'd discover this listener always triggers at preparing state. So if it triggers more than 10 times and MP is still not playing i'm just restarting it:
private void restartMP(){
if (mp!=null)
if (mpState==MediaPlayerState.Preparing)
actionCancel();
else
mp.reset();
else
mp = new MediaPlayer();
mpState = MediaPlayerState.Idle;
onBufferingUpdateCount=0;
//isRequestCancelled=false;
requestTrackInfoStartedAt=0;
requestPlay();
}
note MediaPlayerState is my custom enum which has "Preparing" value. Also mpState is a class property/field which holds current MediaPlayerState state. Before starting prepareAsync() im setting mpState to MediaPlayerState.Preparing after it completes im setting it to MediaPlayerState.Started or other corresponding value.