Reputation: 653
I'am doing simple libgdx game. I have lag (game stop for 0. 5 sec) when i use sound.play() edit this bug apear on android 4.0 on 2.3 everything is running fine.
method. I play sound by this code:
if(CollisionDetector.detect(touchArea, hoodie.getTouchArea())){
GameScreen.totalScore++;
setPosition();
System.out.println("played");
Assets.eatSound.play();
}
And i use this method to load sound:
static long waitForLoadCompleted(Sound sound,float volume) {
long id;
while ((id = sound.play(volume)) == -1) {
long t = TimeUtils.nanoTime();
while (TimeUtils.nanoTime() - t < 100000000);
}
return id;
}
What am i doing wrong? Or what can i do to fix this lag ?
edit:
I have just tried to do thread with sound.play() but it also doesn't work:
new Thread(new Runnable() {
@Override
public void run() {
// do something important here, asynchronously to the rendering thread
// post a Runnable to the rendering thread that processes the result
Gdx.app.postRunnable(new Runnable() {
@Override
public void run() {
// process the result, e.g. add it to an Array<Result> field of the ApplicationListener.
eatSound2.play();
}
});
}
}).start();
My Sound asset class looks like this but i still have lag with sound. package com.redHoodie;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.utils.Disposable;
public class SoundEffect implements Disposable {
private static final int WaitLimit = 1000;
private static final int ThrottleMs = 100;
Sound eatSound;
Sound endSound;
public SoundEffect(){
eatSound = Gdx.audio.newSound(Gdx.files.internal("eatSound.ogg"));
endSound = Gdx.audio.newSound(Gdx.files.internal("sadend.wav"));
checkedPlay(eatSound);
}
protected long checkedPlay (Sound sound) {
return checkedPlay(sound, 1);
}
protected long checkedLoop (Sound sound) {
return checkedLoop(sound, 1);
}
protected long checkedPlay (Sound sound, float volume) {
int waitCounter = 0;
long soundId = 0;
boolean ready = false;
while (!ready && waitCounter < WaitLimit) {
soundId = sound.play(volume);
ready = (soundId != 0);
waitCounter++;
try {
Thread.sleep(ThrottleMs);
} catch (InterruptedException e) {
}
}
return soundId;
}
protected long checkedLoop (Sound sound, float volume) {
int waitCounter = 0;
long soundId = 0;
boolean ready = false;
while (!ready && waitCounter < WaitLimit) {
soundId = sound.loop(volume);
ready = (soundId != 0);
waitCounter++;
try {
Thread.sleep(ThrottleMs);
} catch (InterruptedException e) {
}
}
return soundId;
}
@Override
public void dispose() {
// TODO Auto-generated method stub
}
}
Upvotes: 5
Views: 1999
Reputation: 1
I was occurred the same problem when I trying to make a rhythm game and I wanted to play some effect sounds. Thus I tried AsynchronousAndroidAudio
to solved it. However AsynchronousAndroidAudio
seemed to cause more problems like sound latency. And finally I used OpenSL ES and it worked well in improving performance (on my poor device produced in 2016). But I just wrote few functions and what's worse is that all sound file should be converted to PCM format unless import a decoder. It met my need though (these sounds are small so that I loaded them directly into memory and these sounds do not need ID, even pausing)
(My English is not so well)
Upvotes: 0
Reputation: 1780
If someone still facing this issue as me there is the alternative solution with one limitation: no option to use sound id.
You can change default LibGDX behavior and use AsynchronousAndroidAudio
by overriding this method in your AndroidLauncher
class:
@Override
public AndroidAudio createAudio(Context context, AndroidApplicationConfiguration config) {
return new AsynchronousAndroidAudio(context, config);
}
See the official documentation for more info and also the pull request
Also, if for any reasons you need sound id you can take this implementation as an example and find a workaround for your project.
Fix is available starting from LibGDX 1.9.12
Upvotes: 1
Reputation: 7114
Lately I run into the same issue (except I'm using wav instead mp3 files). My app was lagging when I play many (like 10 or 20) sounds at the same time (same render method). "Solved" this by playing only 1 sound at the time. Generally it's hard to distinct many sounds at the same time. Also on desktop it works fine, but problem appears on android (9 or 8).
Upvotes: 0
Reputation: 159
I had the same problem. It was because my .mp3 file was too short. Mine was 0.167 seconds long. I added 1.2 seconds of silence with Audacity, and it fixed the problem.
Upvotes: 7