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.

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