Closed GoogleCodeExporter closed 9 years ago
I can not reproduce this issue? Which version are you using?
Two known problems with Sound:
- samples can not be bigger than 1mb when uncompressed from the storage format
(mp3, ogg). Nothing we can do about that, it's a system limitation.
- samples take some time to load asynchronously due to the way Android's
SoundPool works. If you load and play immediately, chances are that the first
play will fail with "sample X is not READY". Again, there's not a lot we can do
about.
Original comment by badlogicgames
on 24 May 2012 at 11:04
I am using libgdx-nightly-20120521, but this also happened in the latest stable
(0.9.3). The file I'm trying to loop is a wav. It's this wav:
https://bitbucket.org/code6/multiplayerspacegame/src/f50c56b61e65/MultiplayerSpa
ceGame/data/accel.wav
I just tested again, and I'm getting the same result as above. In fact, if you
want to see this yourself, the game I'm working on is open source:
https://bitbucket.org/code6/multiplayerspacegame
If you replace line 27 in
https://bitbucket.org/code6/multiplayerspacegame/src/f50c56b61e65/MultiplayerSpa
ceGame/src/com/puchisoft/multiplayerspacegame/GameSounds.java
with "long soundId = sound.play(); sound.setLooping(soundId, true);", it will
continue to loop properly on desktop, but on Android, it will only play once.
The sound is played in game when you accelerate (Tap "Host", and then W key on
Desktop, or dragging on Android to accelerate).
Not a big deal. I actually prefer the .loop(), but some tutorial didn't point
it out, so it took me a bit to find this workaround. Thanks for the response!
Original comment by code6...@gmail.com
on 25 May 2012 at 3:42
Original issue reported on code.google.com by
code6...@gmail.com
on 21 May 2012 at 12:45