I use Soundpool in my app, so far it works good, but I do have a wav file which is 10 secs. Unfortunately, soundpool plays only the first 5 secs. How to make soundpool to play the whole track? I have converted wav to -- ogg and mp3 still the same issue. It plays only the first 5 secs. Any help would be much appreciated.
//set up audio player
mSoundPool = new SoundPool(20, AudioManager.STREAM_MUSIC, 0);
//load fx
mSoundPoolMap.put(RAW_1_1, mSoundPool.load(this, R.raw.loop1, 1));
//playing soundpool
case R.id.button1:
mSoundPool.stop(mStream1);
mStream1= mSoundPool.play(mSoundPoolMap.get(RAW_1_1), streamVolume, streamVolume, 1, LOOP_1_TIME, 1f);
UPD Last: Maybe someone will find it here and read it. Seems soundpool cant play more then 5 secs. It is his maximum, for more longer sounds use MediaPlayer. I hope you will not spend so much of your time like i did)
So I think you reached the 1M limit in SoundPool.
SoundPool is hard code the buffer size as 1M, for all loaded file, store in pcm format.
So it do not care of ogg or wav.
We have solved similar problem by decreasing in our *.ogg effects sample rate. Our initial sample rate was 44 kHz ~ and only 10 sec of sound played, decreasing to 16 kHz increase playability to 30 seconds
Solution was found in this discussion
SoundPool designed to play short sound effects. To play music (big audio files) you need to use MediaPlayer
// R.raw.audio_file - res/raw/audio_file.mp3
mediaPlayer = MediaPlayer.create(this, R.raw.audio_file);
mediaPlayer.start();
This activity is works for me
public class MainActivity extends Activity {
private Integer soundID;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
this.setVolumeControlStream(AudioManager.STREAM_MUSIC);
// Load the sound
AudioManager audioManager = (AudioManager) getSystemService(AUDIO_SERVICE);
float actualVolume = (float) audioManager
.getStreamVolume(AudioManager.STREAM_MUSIC);
float maxVolume = (float) audioManager
.getStreamMaxVolume(AudioManager.STREAM_MUSIC);
final float volume = actualVolume / maxVolume;
SoundPool soundPool = new SoundPool(10, AudioManager.STREAM_MUSIC, 0);
soundPool.setOnLoadCompleteListener(new OnLoadCompleteListener() {
@Override
public void onLoadComplete(SoundPool soundPool, int sampleId,
int status) {
@Override
public void onLoadComplete(SoundPool soundPool, int sampleId,
int status) {
soundPool.play(soundID, volume, volume, 1, 0, 1f);
try {
Thread.sleep(5000); // play twice
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
soundPool.play(soundID, volume, volume, 1, 0, 1f);
}
});
}
});
soundID = soundPool.load(this, R.raw.sound2, 1);
//load fx
//playing soundpool
}
}
You must load you sound asynchrony and check audio cache - it can be overflow.
Read this article http://www.google.by/url?http://www.vogella.com/articles/AndroidMedia/article.html
Its very heedful
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