I am having a problem With SoundPool as it refuses to work with my .ogg files. I am getting this error:
AudioFlinger could not create track, status: -12
Error creating AudioTrack
I've found a thread concerning this and the (possible) answer is:
Make sure you use .ogg media files with constant bitrate!
Is this the case? If yes - which application to use (Audacity doesn't support .ogg custom export settings). If not - what else could be wrong?
As a side note - before I used MediaPlayer but now I want to play a few sounds parallel.
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I'm in the same boat with you. Before reading, I must let you know that I failed to provide an answer that can fix this problem.
I have seen many, many Stack Overflow topics regarding SoundPool, but I haven't seen a lot of SoundPool problems with this in regard with Java code from an Android book:
AudioTrack: AudioFlinger could not create track, status -12.
SoundPool: Error creating AudioTrack.
Here's the code snipped from Beginning Android 4 Game Development source code provided here (see below). You get the explosion.ogg file there (in the trunk, find the /asset folder of Chapter 4 - Android Basics). You have to click on "View raw file" on your right to obtain the file.
All I did was I copied the source code directly into Eclipse, and added the explosion.ogg file provided from the trunk, into my project. I executed Android emulator, tried playing the file, and I can tell you I still get the same Logcat errors quoted above.
A person provided a video on Youtube stating that SoundPool works normally. Video link is given below. I did what the video instructed me to code, I grabbed the same explosion.ogg file I got from the second link provided above. I still get these errors:
03-13 05:17:10.143: E/AudioTrack(3370): AudioFlinger could not create track, status: -12
03-13 05:17:10.143: E/SoundPool(3370): Error creating AudioTrack
I do know that SoundPool exists since Android 1.0, at API level 1. There shouldn't be any reason for SoundPool to fail to work, even when I have proof that SoundPool works (the video link, 2nd one).
These are my findings and may or may not help others in a good way. In short, you're not alone here.
Source:
EDIT: I am able to play sounds from SoundPool.
Here's my code:
package nttu.edu.test;
import nttu.edu.R;
import android.app.Activity;
import android.media.AudioManager;
import android.media.SoundPool;
import android.os.Bundle;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.TextView;
public class SoundPoolTest extends Activity implements OnClickListener {
SoundPool soundPool = null;
int explosionId = 0;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
TextView v = new TextView(this);
v.setOnClickListener(this);
setContentView(v);
this.setVolumeControlStream(AudioManager.STREAM_MUSIC);
v.setText("Click anywhere to play the sound.");
}
protected void onResume() {
super.onResume();
if (soundPool == null) {
soundPool = new SoundPool(5, AudioManager.STREAM_MUSIC, 0);
explosionId = soundPool.load(this, R.raw.explosion, 1);
}
}
protected void onPause() {
super.onPause();
if (soundPool != null) {
soundPool.release();
soundPool = null;
}
}
public void onClick(View v) {
if (explosionId != 0)
soundPool.play(explosionId, 1, 1, 0, 0, 1);
}
}
What I did was refactor my code around. I learned this tip from one of the comments in the Youtube video link, where the author of the comment goes by the name of "ErichLancaster". All credits go to him. I hoped this helped you out.
I also set the Android emulator resolution size to QVGA, if it really matters or not.
For me status -12 was caused by specifying too many channels when I instantiate SoundPool. So it was probably just running out of memory trying to keep too many channels around.
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