Daler
Daler

Reputation: 1205

Loading and playing with soundpool from assets

I have a bunch of sounds, assigned to a group of buttons, which i need to play. All my sounds are in asset folder. However, it does not work. The purpose is: to load from assetFodler and play that sounds. I will come out with code examples from my project:

//set up  audio player
    mSoundPool = new SoundPool(20, AudioManager.STREAM_MUSIC, 0);
    mAudioManager = (AudioManager)getSystemService(Context.AUDIO_SERVICE);
    streamVolume = mAudioManager.getStreamVolume(AudioManager.STREAM_MUSIC);
    streamVolume = streamVolume / mAudioManager.getStreamMaxVolume(AudioManager.STREAM_MUSIC);

 //getting files lists from asset folder
    aMan = this.getAssets();
    try {
        filelist = aMan.list("");
    } catch (IOException e) {
        // TODO Auto-generated catch block
        e.printStackTrace();
    }

For the purpose of do not having a lot of code lines, I created a basic procedure for loading and playing sounds:

public void loadSound (String strSound, int stream) {

    try {
        stream= mSoundPool.load(aMan.openFd(strSound), 1);
    } catch (IOException e) {
        // TODO Auto-generated catch block
        e.printStackTrace();
    }
     mSoundPool.play(stream, streamVolume, streamVolume, 1, LOOP_1_TIME, 1f);
}

As you can see I pass file(stringName) and streamID.

Finally, here is how i use it:

     case R.id.button1:
        //if button was clicked two or more times, when play is still on im doing stop
    mSoundPool.stop(mStream1);
    loadSound(filelist[0],mStream1);
        break;

When I run project, nothing happens and logcat says:

12-09 10:38:34.851: W/SoundPool(17331):   sample 2 not READY

Any help would be appreciated.

UPD1: When I do it this way, without having loadSound procedure it works fine the following code is onCreate:

//load fx
    try {
        mSoundPoolMap.put(RAW_1_1, mSoundPool.load(aMan.openFd(filelist[0]), 1));
    } catch (IOException e) {
        // TODO Auto-generated catch block
        e.printStackTrace();
    }

and Onclick button:

  //resourcePlayer.stop();
        mSoundPool.stop(mStream1);
        mStream1= mSoundPool.play(mSoundPoolMap.get(RAW_1_1), streamVolume, streamVolume, 1, LOOP_1_TIME, 1f);

I just dont want to have so much code lines, i wanted to make it look nice

Upvotes: 5

Views: 6677

Answers (1)

ρяσѕρєя K
ρяσѕρєя K

Reputation: 132982

You will need to check file is loaded successfully before playing it using SoundPool.setOnLoadCompleteListener

Change your loadSound method code as:

public void loadSound (String strSound, int stream) {
     boolean loaded = false;
     mSoundPool.setOnLoadCompleteListener(new OnLoadCompleteListener() {
            @Override
            public void onLoadComplete(SoundPool soundPool, int sampleId,
                    int status) {
                loaded = true;
            }
        });
    try {
          stream= mSoundPool.load(aMan.openFd(strSound), 1);
        } catch (IOException e) {
        // TODO Auto-generated catch block
        e.printStackTrace();
    }
   // Is the sound loaded already?
   if (loaded) {
     mSoundPool.play(stream, streamVolume, streamVolume, 1, LOOP_1_TIME, 1f);
    }
}

Upvotes: 3

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