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! --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---

