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anddev.org • View topic - SoundPool workarounds?

SoundPool workarounds?

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SoundPool workarounds?

Postby spirolateral » Wed Nov 26, 2008 4:50 am

hey,

so i'm writing a game and i'm trying to use SoundPool. Using MediaPlayer was crashing the app after replaying the sound a couple of times. anyway, SoundPool works great, when it works. the problem is that sometimes the sounds are "not ready". i get a lot of warnings saying "SoundPool sample # not READY".

so, the question i have is has anyone worked around this problem? how can i detect if/when a sound is ready? if i can detect that it's not ready i can try to reinitialize it or something. any help is appreciated.

the game is really simple and this is the only problem i'm having. i hope there's a way around it.
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Postby MrSnowflake » Wed Nov 26, 2008 11:43 am

There's a whole thread about SoundPool and it's quirks and workarounds on this forum.
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Postby spirolateral » Wed Nov 26, 2008 4:38 pm

MrSnowflake wrote:There's a whole thread about SoundPool and it's quirks and workarounds on this forum.


thanks.
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Postby MrSnowflake » Wed Nov 26, 2008 7:44 pm

spirolateral wrote:
MrSnowflake wrote:There's a whole thread about SoundPool and it's quirks and workarounds on this forum.


thanks.
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