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2014/10/16 ¤W¤È 08:25:14

android Programming Glossary: streamvolume

Playing multiple sounds using SoundManager

http://stackoverflow.com/questions/3039078/playing-multiple-sounds-using-soundmanager

this obj return. if mAvailibleSounds.contains index int streamVolume mAudioManager.getStreamVolume AudioManager.STREAM_MUSIC int.. int soundId mSoundPool.play mSoundPoolMap.get index streamVolume streamVolume 1 0 1f mKillSoundQueue.add soundId schedule the.. mSoundPool.play mSoundPoolMap.get index streamVolume streamVolume 1 0 1f mKillSoundQueue.add soundId schedule the current sound..

Playing sounds simultaneously Android

http://stackoverflow.com/questions/5957444/playing-sounds-simultaneously-android

mContext SoundID 1 public void playSound int index float streamVolume mAudioManager.getStreamVolume AudioManager.STREAM_RING streamVolume.. mAudioManager.getStreamVolume AudioManager.STREAM_RING streamVolume streamVolume mAudioManager.getStreamMaxVolume AudioManager.STREAM_RING.. AudioManager.STREAM_RING streamVolume streamVolume mAudioManager.getStreamMaxVolume AudioManager.STREAM_RING mSoundPool.play..

android soundpool heapsize overflow

http://stackoverflow.com/questions/7428448/android-soundpool-heapsize-overflow

context .getSystemService Context.AUDIO_SERVICE final int streamVolume audioManager.getStreamVolume android.media.AudioManager.STREAM_MUSIC.. soundPool int sampleId int status soundPool.play sampleId streamVolume streamVolume 1 0 1f try this.size.incrementAndGet soundPool.load.. sampleId int status soundPool.play sampleId streamVolume streamVolume 1 0 1f try this.size.incrementAndGet soundPool.load context.getAssets..

How to properly use SoundPool on a game?

http://stackoverflow.com/questions/7437505/how-to-properly-use-soundpool-on-a-game

the following code inside the game loop mSoundPool.play id streamVolume streamVolume 1 loop 1f My questions are Should I call play on.. code inside the game loop mSoundPool.play id streamVolume streamVolume 1 loop 1f My questions are Should I call play on another thread..

Playing multiple sounds using SoundManager

http://stackoverflow.com/questions/3039078/playing-multiple-sounds-using-soundmanager

1 public void playSound int index dont have a sound for this obj return. if mAvailibleSounds.contains index int streamVolume mAudioManager.getStreamVolume AudioManager.STREAM_MUSIC int soundId mSoundPool.play mSoundPoolMap.get index streamVolume.. mAudioManager.getStreamVolume AudioManager.STREAM_MUSIC int soundId mSoundPool.play mSoundPoolMap.get index streamVolume streamVolume 1 0 1f mKillSoundQueue.add soundId schedule the current sound to stop after set milliseconds mHandler.postDelayed.. AudioManager.STREAM_MUSIC int soundId mSoundPool.play mSoundPoolMap.get index streamVolume streamVolume 1 0 1f mKillSoundQueue.add soundId schedule the current sound to stop after set milliseconds mHandler.postDelayed new Runnable..

Playing sounds simultaneously Android

http://stackoverflow.com/questions/5957444/playing-sounds-simultaneously-android

int index int SoundID mSoundPoolMap.put index mSoundPool.load mContext SoundID 1 public void playSound int index float streamVolume mAudioManager.getStreamVolume AudioManager.STREAM_RING streamVolume streamVolume mAudioManager.getStreamMaxVolume AudioManager.STREAM_RING.. SoundID 1 public void playSound int index float streamVolume mAudioManager.getStreamVolume AudioManager.STREAM_RING streamVolume streamVolume mAudioManager.getStreamMaxVolume AudioManager.STREAM_RING mSoundPool.play Integer mSoundPoolMap.get index streamVolume.. public void playSound int index float streamVolume mAudioManager.getStreamVolume AudioManager.STREAM_RING streamVolume streamVolume mAudioManager.getStreamMaxVolume AudioManager.STREAM_RING mSoundPool.play Integer mSoundPoolMap.get index streamVolume streamVolume..

android soundpool heapsize overflow

http://stackoverflow.com/questions/7428448/android-soundpool-heapsize-overflow

audioManager android.media.AudioManager context .getSystemService Context.AUDIO_SERVICE final int streamVolume audioManager.getStreamVolume android.media.AudioManager.STREAM_MUSIC Integer soundId soundMap.get id if soundId null soundPool.setOnLoadCompleteListener.. @Override public void onLoadComplete SoundPool soundPool int sampleId int status soundPool.play sampleId streamVolume streamVolume 1 0 1f try this.size.incrementAndGet soundPool.load context.getAssets .openFd file 1 catch IOException e.. @Override public void onLoadComplete SoundPool soundPool int sampleId int status soundPool.play sampleId streamVolume streamVolume 1 0 1f try this.size.incrementAndGet soundPool.load context.getAssets .openFd file 1 catch IOException e this.size.decrementAndGet..

How to properly use SoundPool on a game?

http://stackoverflow.com/questions/7437505/how-to-properly-use-soundpool-on-a-game

context R.raw.shot 1 To play the sound I use the following code inside the game loop mSoundPool.play id streamVolume streamVolume 1 loop 1f My questions are Should I call play on another thread outside the game loop Should I call play through.. context R.raw.shot 1 To play the sound I use the following code inside the game loop mSoundPool.play id streamVolume streamVolume 1 loop 1f My questions are Should I call play on another thread outside the game loop Should I call play through a service..