I'am doing simple libgdx game. I have lag (game stop for 0. 5 sec) when i use sound.play() edit this bug apear on android 4.0 on 2.3 everything is running fine.
method. I play sound by this code:
if(CollisionDetector.detect(touchArea, hoodie.getTouchArea())){
GameScreen.totalScore++;
setPosition();
System.out.println("played");
Assets.eatSound.play();
}
And i use this method to load sound:
static long waitForLoadCompleted(Sound sound,float volume) {
long id;
while ((id = sound.play(volume)) == -1) {
long t = TimeUtils.nanoTime();
while (TimeUtils.nanoTime() - t < 100000000);
}
return id;
}
What am i doing wrong? Or what can i do to fix this lag ?
edit:
I have just tried to do thread with sound.play() but it also doesn't work:
new Thread(new Runnable() {
@Override
public void run() {
// do something important here, asynchronously to the rendering thread
// post a Runnable to the rendering thread that processes the result
Gdx.app.postRunnable(new Runnable() {
@Override
public void run() {
// process the result, e.g. add it to an Array<Result> field of the ApplicationListener.
eatSound2.play();
}
});
}
}).start();
My Sound asset class looks like this but i still have lag with sound. package com.redHoodie;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.utils.Disposable;
public class SoundEffect implements Disposable {
private static final int WaitLimit = 1000;
private static final int ThrottleMs = 100;
Sound eatSound;
Sound endSound;
public SoundEffect(){
eatSound = Gdx.audio.newSound(Gdx.files.internal("eatSound.ogg"));
endSound = Gdx.audio.newSound(Gdx.files.internal("sadend.wav"));
checkedPlay(eatSound);
}
protected long checkedPlay (Sound sound) {
return checkedPlay(sound, 1);
}
protected long checkedLoop (Sound sound) {
return checkedLoop(sound, 1);
}
protected long checkedPlay (Sound sound, float volume) {
int waitCounter = 0;
long soundId = 0;
boolean ready = false;
while (!ready && waitCounter < WaitLimit) {
soundId = sound.play(volume);
ready = (soundId != 0);
waitCounter++;
try {
Thread.sleep(ThrottleMs);
} catch (InterruptedException e) {
}
}
return soundId;
}
protected long checkedLoop (Sound sound, float volume) {
int waitCounter = 0;
long soundId = 0;
boolean ready = false;
while (!ready && waitCounter < WaitLimit) {
soundId = sound.loop(volume);
ready = (soundId != 0);
waitCounter++;
try {
Thread.sleep(ThrottleMs);
} catch (InterruptedException e) {
}
}
return soundId;
}
@Override
public void dispose() {
// TODO Auto-generated method stub
}
}
I had the same problem. It was because my .mp3 file was too short. Mine was 0.167 seconds long. I added 1.2 seconds of silence with Audacity, and it fixed the problem.
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