SoundPool is not recommended in 1.0. There are deadlock issues that
can cause your app thread to lock up.

On Nov 3, 1:24 pm, Robert Green <[EMAIL PROTECTED]> wrote:
> For games use small, low bitrate OGGs with SoundPool.
>
> On Nov 3, 2:09 pm, Dave <[EMAIL PROTECTED]> wrote:
>
> > It's likely that the CPU is saturated and can't keep up with audio. If
> > you have a choice, I suggest using OGG files because there is less
> > overhead involved in playing them.
>
> > On Nov 2, 8:10 pm, "[EMAIL PROTECTED]" <[EMAIL PROTECTED]> wrote:
>
> > > dear all,
>
> > > I've been writing a game and need to play an audio effect with some
> > > event trigged,
> > > and i use MediaPlayer class and mp3 source files to implement it.
>
> > > i first create the MediaPlayer instance in the constructor and invoke
> > > play() when the event is trigged.
>
> > > but it happened again oftentimes to show the warning message in the
> > > DDMS
>
> > > obtainBuffer timed out (is CPU pegged?) user=00000101, server=00000001
> > > write blocked for XX msecs
>
> > > these two message,  the sound would still played, but delayed, so the
> > > sound and visual  effect won't synchronized.
>
> > > please give some commons to help, thanks!
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