Reputation: 356
I have three sound files in raw folder. I want to play them one after another with no delay between them. I tried them playing with below code but all three files are playing together, not one after another. All three files are less then 50 kb. I also want to change their playback rate, that's why I am using SoundPool instead of MediaPlayer.
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
mSoundPool = new SoundPool(4, AudioManager.STREAM_MUSIC, 0);
mSoundPoolMap = new HashMap<Integer, Integer>();
mAudioManager = (AudioManager)this.getSystemService(Context.AUDIO_SERVICE);
final int streamVolume = mAudioManager.getStreamVolume(AudioManager.STREAM_MUSIC);
mSoundPoolMap.put(1, mSoundPool.load(this, R.raw.nancy, 1));
mSoundPoolMap.put(2, mSoundPool.load(this, R.raw.cymbal, 1));
mSoundPoolMap.put(3, mSoundPool.load(this, R.raw.njs, 1));
Button SoundButton = (Button)findViewById(R.id.Button);
SoundButton.setOnClickListener(new OnClickListener() {
public void onClick(View v) {
mSoundPool.play(mSoundPoolMap.get(1), streamVolume, streamVolume, 1, 0, 1f);
mSoundPool.play(mSoundPoolMap.get(2), streamVolume, streamVolume, 1, 0, 1f);
mSoundPool.play(mSoundPoolMap.get(3), streamVolume, streamVolume, 1, 0, 1f);
}
});
Upvotes: 2
Views: 2930
Reputation: 19
I got same problem, so I create my own logic. Her it is:-
I have three audio file in my raw folder. I want to run these three file in sequence. To do this I follow this flow:-
Step1:- On clicking Button a thread will be generated.
Step2:- Thread will start a timer of 20 milliseconds.
Step3:- In timer it will check if media player is not playing. If media player is not playing it will call a function to start media player.
Step4:- In function which will start the media player have switch logic which will decide which audio file will be ON ( with help of a variable v).
Here is my code:-
public class MainActivity extends Activity {
int v=0;
TimerTask time;
MediaPlayer mp ;
Button btn;
void playmp(int a)
{
switch (a)
{
case 0:
{
mp = MediaPlayer.create(this,R.raw.a);
mp.start();
v++;
break;
}
case 1:
{
mp = MediaPlayer.create(this,R.raw.b);
mp.start();
v++;
break;
}
case 2:
{
mp = MediaPlayer.create(this,R.raw.c);
mp.start();
v++;
break;
}
}
}
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
btn= (Button) findViewById(R.id.button1);
mp = MediaPlayer.create(this,R.raw.a);
btn.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View arg0) {
// TODO Auto-generated method stub
//Creating Thread
Thread thread = new Thread()
{
@Override
public void run() {
try {
sleep(1);
// Body Of Timer
time = new TimerTask() {
@Override
public void run() {
//Perform background work here
if(!mp.isPlaying())
{
playmp(v);
}
}
};
//Starting Timer
Timer timer = new Timer();
timer.schedule(time, 10, 20);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
};
thread.start();
}
});
}
where "a","b"and "c" are my audio file name . If you want repeat audio after completing all three , replace this:-
case 2:
{
mp = MediaPlayer.create(this,R.raw.c);
mp.start();
v++;
break;
}
by this
case 2:
{
mp = MediaPlayer.create(this,R.raw.c);
mp.start();
v=0;
break;
}
Upvotes: 0
Reputation: 339
In order to do what you're trying to do, you'll probably have to create your own custom AsyncTask that takes in an array of SoundPool objects (or perhaps a HashMap), the implementation along the lines of:
private class SoundPoolTask extends AsyncTask <Soundpool, String, String>
{
@Override
protected String doInBackground(SoundPool... params) {
try {
//For each SoundPool object
// int soundLength = however long the SoundPool object is
// Play the sound
// Thread.sleep(soundLength);
} catch (IllegalStateException e) {
e.printStackTrace();
} catch (InterruptedException e) {
e.printStackTrace();
}
return null;
}
@Override
protected void onProgressUpdate(String... values) {}
@Override
protected void onPostExecute(String result) {
//Clean up your class objects
}
}
You'll probably have to do some sort of calculation with the original length of the sound and the playrate to determine how long each sound is. I hope this helps!
Upvotes: 1