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. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

