Yes, we should document it - I logged a bug. We needed a way to
specify that some ringtone files would loop continuously while others
would only play when triggered by the ring signal from the network.

On Nov 16, 6:00 pm, Cool Frood <[EMAIL PROTECTED]> wrote:
> On Nov 16, 3:37 pm, Cool Frood <[EMAIL PROTECTED]> wrote:
>
> > On Nov 16, 10:49 am, Cool Frood <[EMAIL PROTECTED]> wrote:
>
> > > I'm trying to write play a sound once using a MediaPlayer object:
>
> > > MediaPlayer p1 = MediaPlayer.create(ctx, R.raw.tick);
> > > p1.setLooping(false);
> > > p1.start();
>
> > > R.raw.tick is a short OGG file.  This always causes the MediaPlayer to
> > > loop.  Even if I use an OnCompletionListener, it is never invoked.  Is
> > > this a MediaPlayer bug or am I doing something wrong here?
>
> > Update: Yes, there seems to be a bug with playing OGG files using the
> > MediaPlayer.  They loop continuously.  I switched to WAV files instead
> > and they work fine.
>
> Update: I dug deeper into the Android source code and realised that
> OGG files that contain ANDROID_LOOP=true in their metadata will loop,
> no matter what value you use for setLooping().  Technically, it's not
> a MediaPlayer bug, but it still seems like a backdoor undocumented way
> of causing audio files to loop.  It should at least be documented in
> the SDK documentation.
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