I was looking at Android's SoundPool
as a mechanism to implement sound effects in my generic game development library. It seemed ideal.
But a little bit of research indicates that there all kinds of bugs in SoundPool
. Are the bugs in SoundPool
still relevant?
Because I'm developing a library, any bugs in SoundPool
become bugs in my library, and I want to insulate my users from that.
So my question is basically: what API should I use for audio?
Using AudioTrack
and writing my own mixer is not out of the question. But obviously it would be preferable to avoid doing that. And is there any API to provide decoding for me?
I need to be able to play a reasonable number of simultaneous sound effects (at least 16, let's say), and have even more open. Sounds need to start playing with low latency. WAV
files need to be supported (MP3/Ogg is unimportant). Sound effects need to support seamless looping and dynamic, individual volume adjustment. The Android app lifecycle needs to be properly supported.
I have heard there is a 1MB limit somewhere for SoundPool
, this is probably acceptable for each individual sound effect but not for all buffers/sounds. Can someone tell me exactly what the limit is on?
Finally, I need to be able to play background music as well, in compressed formats, with low CPU load. I assume MediaPlayer
is ideal for this. Can it be used in parallel with another API?
I know a few people have been using MediaPlayer
to fill in for SoundPool
. But does it support the features that I need?
Are there any other audio APIs I've missed?
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