android Programming Glossary: msoundpool.play
Playing multiple sounds using SoundManager http://stackoverflow.com/questions/3039078/playing-multiple-sounds-using-soundmanager AudioManager.STREAM_MUSIC int soundId mSoundPool.play mSoundPoolMap.get index streamVolume streamVolume 1 0 1f mKillSoundQueue.add..
Playing sounds simultaneously Android http://stackoverflow.com/questions/5957444/playing-sounds-simultaneously-android mAudioManager.getStreamMaxVolume AudioManager.STREAM_RING mSoundPool.play Integer mSoundPoolMap.get index streamVolume streamVolume 1.. mAudioManager.getStreamMaxVolume AudioManager.STREAM_MUSIC mSoundPool.play Integer mSoundPoolMap.get index streamVolume streamVolume 1..
How to properly use SoundPool on a game? http://stackoverflow.com/questions/7437505/how-to-properly-use-soundpool-on-a-game the sound I use the following code inside the game loop mSoundPool.play id streamVolume streamVolume 1 loop 1f My questions are Should.. I solved the issue by playing a muted sound in loop mSoundPool.play id 0 0 1 1 1f The lag disappeared completely This doesn't seem..
Android: how to play music at maximum possible volume? http://stackoverflow.com/questions/9599259/android-how-to-play-music-at-maximum-possible-volume mAudioManager.getStreamVolume AudioManager.STREAM_MUSIC mSoundPool.play mSoundPoolMap.get index streamVolume streamVolume 0 0 1.0f The.. originalVolume 0 Btw the with call mSoundPool.play mSoundPoolMap.get index streamVolume streamVolume 0 0 1.0f the..
Playing multiple sounds using SoundManager http://stackoverflow.com/questions/3039078/playing-multiple-sounds-using-soundmanager mAvailibleSounds.contains index int streamVolume mAudioManager.getStreamVolume AudioManager.STREAM_MUSIC int soundId mSoundPool.play mSoundPoolMap.get index streamVolume streamVolume 1 0 1f mKillSoundQueue.add soundId schedule the current sound to stop..
Playing sounds simultaneously Android http://stackoverflow.com/questions/5957444/playing-sounds-simultaneously-android AudioManager.STREAM_RING streamVolume streamVolume mAudioManager.getStreamMaxVolume AudioManager.STREAM_RING mSoundPool.play Integer mSoundPoolMap.get index streamVolume streamVolume 1 0 1f public void playLoopedSound int index float streamVolume.. AudioManager.STREAM_MUSIC streamVolume streamVolume mAudioManager.getStreamMaxVolume AudioManager.STREAM_MUSIC mSoundPool.play Integer mSoundPoolMap.get index streamVolume streamVolume 1 1 1f ... and here is an example of how I use the class. SoundManager..
How to properly use SoundPool on a game? http://stackoverflow.com/questions/7437505/how-to-properly-use-soundpool-on-a-game index mSoundPool.load context R.raw.shot 1 To play the sound I use the following code inside the game loop mSoundPool.play id streamVolume streamVolume 1 loop 1f My questions are Should I call play on another thread outside the game loop Should.. very weird android soundpool share improve this question I solved the issue by playing a muted sound in loop mSoundPool.play id 0 0 1 1 1f The lag disappeared completely This doesn't seem the right thing to do so if anyone knows how to explain this..
Android: how to play music at maximum possible volume? http://stackoverflow.com/questions/9599259/android-how-to-play-music-at-maximum-possible-volume my ogg clip public void playSound int index int streamVolume mAudioManager.getStreamVolume AudioManager.STREAM_MUSIC mSoundPool.play mSoundPoolMap.get index streamVolume streamVolume 0 0 1.0f The problem is that the sound volume I get the clip played with.. MediaPlayer mp mAudioManager.setStreamVolume AudioManager.STREAM_MUSIC originalVolume 0 Btw the with call mSoundPool.play mSoundPoolMap.get index streamVolume streamVolume 0 0 1.0f the streamVolume values are actually floats 0 1 that represent..
|