I would like to learn how to use soundpool
method. I would like you to show me a very simple example that run 2 sounds.
Create a folder named as raw under your_app/res/
. Then paste your ringtone in this folder, for example your_app/res/raw/ringtone.mp3
. Now use the following code:
SoundPool soundPool = new SoundPool(5, AudioManager.STREAM_MUSIC, 0);
int soundId = soundPool.load(context, R.raw.ringtone, 1);
// soundId for reuse later on
soundPool.play(soundId, 1, 1, 0, 0, 1);
Be sure to release the SoundPool resources after use:
soundPool.release();
soundPool = null;
null
doesn't the garbage collector do it's thing automatically? What's the point of calling release? –
Tragedy Yes. i went through this too. but for safety i have saved a piece of code i found online. Though havent used it, i know it will come in handy soon...
1) You need to create AudioAttributes object:
AudioAttributes attributes = new AudioAttributes.Builder()
.setUsage(AudioAttributes.USAGE_GAME)
.setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION)
.build();
2) Create SoundPool object:
SoundPool sounds = new SoundPool.Builder()
.setAudioAttributes(attributes)
.build();
3) How to use SoundPool on all API levels example :
SoundPool sound;
protected void createSoundPool() {
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
createNewSoundPool();
} else {
createOldSoundPool();
}
}
@TargetApi(Build.VERSION_CODES.LOLLIPOP)
protected void createNewSoundPool(){
AudioAttributes attributes = new AudioAttributes.Builder()
.setUsage(AudioAttributes.USAGE_GAME)
.setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION)
.build();
sounds = new SoundPool.Builder()
.setAudioAttributes(attributes)
.build();
}
@SuppressWarnings("deprecation")
protected void createOldSoundPool(){
sounds = new SoundPool(5,AudioManager.STREAM_MUSIC,0);
}
Here is a small, working example of soundPool
, it is taken from here and slightly modified to match post 21 API's.
One thing to notice is maxStreams
, which indicates how many streams are allowed to run in parallel, if it is one(default), it can be removed from the builder.
import android.app.Activity;
import android.content.Context;
import android.media.AudioManager;
import android.media.SoundPool;
public class SoundManager extends Activity
{
static SoundPool soundPool;
static int[] sm;
public static void InitSound() {
int maxStreams = 1;
Context mContext = getApplicationContext();
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
soundPool = new SoundPool.Builder()
.setMaxStreams(maxStreams)
.build();
} else {
soundPool = new SoundPool(maxStreams, AudioManager.STREAM_MUSIC, 0);
}
sm = new int[3];
// fill your sounds
sm[0] = soundPool.load(mContext, R.raw.sound_1, 1);
sm[1] = soundPool.load(mContext, R.raw.sound_2, 1);
sm[2] = soundPool.load(mContext, R.raw.sound_3, 1);
}
static void playSound(int sound) {
soundPool.play(sm[sound], 1, 1, 1, 0, 1f);
}
public final void cleanUpIfEnd() {
sm = null;
soundPool.release();
soundPool = null;
}
}
amg
isn't used –
Pecos I have written a SoundPoolManager which can be used to load sound files and play as and when required. You can see it here.
Thanks.
private final int NUMBER_OF_SIMULTANEOUS_SOUNDS = 5;
private final float LEFT_VOLUME_VALUE = 1.0f;
private final float RIGHT_VOLUME_VALUE = 1.0f;
private final int MUSIC_LOOP = 0;
private final int SOUND_PLAY_PRIORITY = 0;
private final float PLAY_RATE= 1.0f;
SoundPool soundPool;
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
soundPool= new SoundPool.Builder()
.setMaxStreams(NUMBER_OF_SIMULTANEOUS_SOUNDS)
.build();
} else {
// Deprecated way of creating a SoundPool before Android API 21.
soundPool= new SoundPool(NUMBER_OF_SIMULTANEOUS_SOUNDS, AudioManager.STREAM_MUSIC, 0);
}
int soundId = soundPool.load(getApplicationContext(), R.raw.sound_1, 1);
soundPool.play(soundId , LEFT_VOLUME_VALUE , RIGHT_VOLUME_VALUE, SOUND_PLAY_PRIORITY , MUSIC_LOOP ,PLAY_RATE);
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