You should try writing some test application with SoundPool. It's possible that you'll run out of memory sooner than you expect. It seems that SoundPool can't allocate more than 1 MB and uncompressed audio reaches this limit pretty quick.
On 2 ноя, 17:09, "renato.grottesi" <[email protected]> wrote: > I'm an Android game developer and I need to ask you a couple of > questions about Android heap limit. > > Does the 16 MB heap limitation also applies to OpenGL ES textures or > SoundPool sound effects? > Since they are managed by native code, is it correct to affirm that > there is no problem in using more than 16 MB of RAM in app/game > resources/assets? > If it is possible right now, it is guarantee to be possible in the > future? > > Thank you in advance for your reply, > Renato. -- 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

