Android Sound Pool example
in android if you want to play a sound when user click a button, the code is like following,
MediaPlayer mp;
Button btn1= (Button) findViewById(R.id.button1);
btn1.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View v) {
// TODO Auto-generated method stub
mp= MediaPlayer.create(this, R.raw.sound1);
mp.start();
}
});
but there are two issues--
1, when user click the button continually, it will cause an null point exception.
2, the sound delay a bit while when I click the button.
to solve this issue, we need to use another solution --> SoundPool
package com.vimeok.soundpoolexample;
import java.util.HashMap;
import android.content.Context;
import android.media.AudioManager;
import android.media.SoundPool;
public class SoundManager {
static private SoundManager _instance;
private static SoundPool mSoundPool;
private static HashMap<Integer, Integer> mSoundPoolMap;
private static AudioManager mAudioManager;
private static Context mContext;
private SoundManager()
{
}
/**
* Requests the instance of the Sound Manager and creates it
* if it does not exist.
*
* @return Returns the single instance of the SoundManager
*/
static synchronized public SoundManager getInstance()
{
if (_instance == null)
_instance = new SoundManager();
return _instance;
}
/**
* Initialises the storage for the sounds
*
* @param theContext The Application context
*/
public static void initSounds(Context theContext)
{
mContext = theContext;
mSoundPool = new SoundPool(4, AudioManager.STREAM_MUSIC, 0);
mSoundPoolMap = new HashMap<Integer, Integer>();
mAudioManager = (AudioManager)mContext.getSystemService(Context.AUDIO_SERVICE);
}
/**
* Add a new Sound to the SoundPool
*
* @param Index - The Sound Index for Retrieval
* @param SoundID - The Android ID for the Sound asset.
*/
public static void addSound(int Index,int SoundID)
{
mSoundPoolMap.put(Index, mSoundPool.load(mContext, SoundID, 1));
}
/**
* Loads the various sound assets
* Currently hardcoded but could easily be changed to be flexible.
*/
public static void loadSounds()
{
mSoundPoolMap.put(1, mSoundPool.load(mContext, R.raw.t0, 1));
mSoundPoolMap.put(2, mSoundPool.load(mContext, R.raw.t1, 1));
mSoundPoolMap.put(3, mSoundPool.load(mContext, R.raw.t2, 1));
mSoundPoolMap.put(4, mSoundPool.load(mContext, R.raw.t3, 1));
mSoundPoolMap.put(5, mSoundPool.load(mContext, R.raw.t4, 1));
mSoundPoolMap.put(6, mSoundPool.load(mContext, R.raw.t5, 1));
mSoundPoolMap.put(7, mSoundPool.load(mContext, R.raw.t6, 1));
mSoundPoolMap.put(8, mSoundPool.load(mContext, R.raw.t7, 1));
mSoundPoolMap.put(9, mSoundPool.load(mContext, R.raw.t8, 1));
mSoundPoolMap.put(10, mSoundPool.load(mContext, R.raw.t9, 1));
mSoundPoolMap.put(11, mSoundPool.load(mContext, R.raw.t11, 1));
mSoundPoolMap.put(12, mSoundPool.load(mContext, R.raw.t12, 1));
}
/**
* Plays a Sound
*
* @param index - The Index of the Sound to be played
* @param speed - The Speed to play not, not currently used but included for compatibility
*/
public static void playSound(int index,float speed)
{
float streamVolume = mAudioManager.getStreamVolume(AudioManager.STREAM_MUSIC);
streamVolume = streamVolume / mAudioManager.getStreamMaxVolume(AudioManager.STREAM_MUSIC);
mSoundPool.play(mSoundPoolMap.get(index), streamVolume, streamVolume, 1, 0, speed);
}
/**
* Stop a Sound
* @param index - index of the sound to be stopped
*/
public static void stopSound(int index)
{
mSoundPool.stop(mSoundPoolMap.get(index));
}
public static void cleanup()
{
mSoundPool.release();
mSoundPool = null;
mSoundPoolMap.clear();
mAudioManager.unloadSoundEffects();
_instance = null;
}
}
then in your main activity,
...
...
...
SoundManager.getInstance();
SoundManager.initSounds(this);
SoundManager.loadSounds();
btn1.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View v) {
// TODO Auto-generated method stub
//playsound
SoundManager.playSound(1, 1);
}
});
...
...
...
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