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2014/10/16 ¤W¤È 08:19:45

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..