Play sound using soundpool example

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I would like to learn how to use soundpool method. I would like you to show me a very simple example that run 2 sounds.

Create a folder named as raw under your_app/res/. Then paste your ringtone in this folder, for example your_app/res/raw/ringtone.mp3. Now use the following code:

SoundPool soundPool = new SoundPool(5, AudioManager.STREAM_MUSIC, 0);
int soundId = soundPool.load(context, R.raw.ringtone, 1);
// soundId for reuse later on

soundPool.play(soundId, 1, 1, 0, 0, 1);

Be sure to release the SoundPool resources after use:

soundPool.release();
soundPool = null;

How to play sound using SoundPool in Kotlin?, This example demonstrates how to play sound using SoundPool in Kotlin.Step 1 − Create a new project in Android Studio, go to File ⇒ New� /** * Play a sound from a sound ID. *@ param soundid audio returned by load method *@ param leftvolume left channel volume *@ param rightvolume right channel volume *@ param priority priority, the higher the value, the higher the priority *The number of @ param loop loops: 0 for no loop, - 1 for loop *@ param rate specifies the rate, normal bit 1, position 0.5, highest bit 2 * @return non-zero

Yes. i went through this too. but for safety i have saved a piece of code i found online. Though havent used it, i know it will come in handy soon...

1) You need to create AudioAttributes object:

AudioAttributes attributes = new AudioAttributes.Builder()
    .setUsage(AudioAttributes.USAGE_GAME)
    .setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION)
    .build();

2) Create SoundPool object:

SoundPool sounds = new SoundPool.Builder()
    .setAudioAttributes(attributes)
    .build();

3) How to use SoundPool on all API levels example :

SoundPool sound;

protected void createSoundPool() {
    if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
        createNewSoundPool();
    } else {
        createOldSoundPool();
    }
}

@TargetApi(Build.VERSION_CODES.LOLLIPOP)
protected void createNewSoundPool(){
    AudioAttributes attributes = new AudioAttributes.Builder()
        .setUsage(AudioAttributes.USAGE_GAME)
        .setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION)
        .build();
    sounds = new SoundPool.Builder()
        .setAudioAttributes(attributes)
        .build();
}

@SuppressWarnings("deprecation")
protected void createOldSoundPool(){
    sounds = new SoundPool(5,AudioManager.STREAM_MUSIC,0);
}

Android SoundPool Example, So, in this example we are going to create an application which plays, plays in a loop, stops, and pauses a beeping sound using the Android� This example demonstrates how to play sound using SoundPool in Kotlin. Step 1 − Create a new project in Android Studio, go to File ⇒ New Project and fill all required details to create a new project.

Here is a small, working example of soundPool, it is taken from here and slightly modified to match post 21 API's.

One thing to notice is maxStreams, which indicates how many streams are allowed to run in parallel, if it is one(default), it can be removed from the builder.

import android.app.Activity;
import android.content.Context;
import android.media.AudioManager;
import android.media.SoundPool;

public class SoundManager extends Activity
{
  static SoundPool soundPool;
  static int[] sm;

  public static void InitSound() {

    int maxStreams = 1;
    Context mContext = getApplicationContext();
    if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
        soundPool = new SoundPool.Builder()
                .setMaxStreams(maxStreams)
                .build();
    } else {
        soundPool = new SoundPool(maxStreams, AudioManager.STREAM_MUSIC, 0);
    }

    sm = new int[3];
    // fill your sounds
    sm[0] = soundPool.load(mContext, R.raw.sound_1, 1);
    sm[1] = soundPool.load(mContext, R.raw.sound_2, 1);
    sm[2] = soundPool.load(mContext, R.raw.sound_3, 1);

  }

  static void playSound(int sound) {

      soundPool.play(sm[sound], 1, 1, 1, 0, 1f);
  }

   public final void cleanUpIfEnd() {
    sm = null;
    soundPool.release();
    soundPool = null;
  } 
}

Play Short Sounds Using SoundPool, In this video you will learn to use sound pool for all android versions Sound 1:�Duration: 6:56 Posted: Mar 25, 2019 This example shows how you can play sound using sound pool. Algorithm: 1.) Create a new project by File-> New -> Android Project name it SoundPoolExample. 2.) Add a sound file to res/raw folder and name it to sound1. 3.) Write following into main.xml:

I have written a SoundPoolManager which can be used to load sound files and play as and when required. You can see it here.

Thanks.

SoundPool - Android Studio Tutorial, In this video we will learn, how to use the SoundPool class to play short, repetitive sound Duration: 12:00 Posted: Jan 8, 2018 1.Create 1 folder named as raw under yourApp/res/. 2.Do copy and paste your ringtone in this folder. for depth understanding check this Tutorial 1 and Tutorial 2. SoundPool sp = new SoundPool(5, AudioManager.STREAM_MUSIC, 0); /** soundId for Later handling of sound pool **/ int soundId = sp.load(context, R.raw.windows_8_notify, 1); // in 2nd param u have to pass your desire ringtone sp.play

private final int NUMBER_OF_SIMULTANEOUS_SOUNDS = 5;
        private final float LEFT_VOLUME_VALUE = 1.0f;
        private final float RIGHT_VOLUME_VALUE = 1.0f;
        private final int MUSIC_LOOP = 0;
        private final int SOUND_PLAY_PRIORITY = 0;
        private final float PLAY_RATE= 1.0f;


        SoundPool soundPool;

        if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
            soundPool= new SoundPool.Builder()
                    .setMaxStreams(NUMBER_OF_SIMULTANEOUS_SOUNDS)
                    .build();
        } else {
            // Deprecated way of creating a SoundPool before Android API 21.
            soundPool= new SoundPool(NUMBER_OF_SIMULTANEOUS_SOUNDS, AudioManager.STREAM_MUSIC, 0);
        }
        int soundId = soundPool.load(getApplicationContext(), R.raw.sound_1, 1);

        soundPool.play(soundId , LEFT_VOLUME_VALUE , RIGHT_VOLUME_VALUE, SOUND_PLAY_PRIORITY , MUSIC_LOOP ,PLAY_RATE);

android.media.SoundPool java code examples, STREAM_MUSIC, 0); /** soundId for Later handling of sound pool **/ int soundId = sp.load(context, Playing multiple sounds using SoundManager. In this video you will learn to use sound pool for all android versions Sound 1: https://drive.google.com/open?id=1MIBz_i3RygTJycqzdySlCR8TFnRxjjZf Sound 2:

SoundPool, A playback rate of 1.0 causes the sound to play at its original logic iterates through the list of sounds calling the appropriate SoundPool.load() function. For example, if you want to load a sound from the raw resource file� Android gives you SoundPool class, it's like a pool and ready to play sounds when requested. SoundPool contains a set of source music, the sound source can be from music file in the app or in the file system, .. SoundPool support play music sources simultaneously. SourcePool use MediaPlayer service to make a sound.

Android, Example#. public class PlaySound extends Activity implements OnTouchListener { private SoundPool soundPool; private int soundID; boolean loaded = false;� SoundPool for playing our sound files. You will also notice two different constants, SOUND_FOLDER and MAX_SOUNDS. They specify the name of the folder we’re storing our sounds and the maximum amount of sounds we allow our SoundPool to play at once, respectively. fetchSounds() is executed as soon as our class is instantiated.

Playing Sound effects in Android with SoundPool, Like MediaPlayer, SoundPool can also be used to play audio files. However, unlike MediaPlayer, SoundPool is more suited for quick sound effects as opposed to longer audio files which For the purposes of this tutorial, it will be quite basic.

Comments
  • The SoundPool constructor is deprecated now, but since SoundPool.Builder requires API level 21, I guess I'm still using it.
  • The last two lines (the MediaPlayer thing) are not necessary. For the rest, it has been helpful. Thanks:)
  • Note: You want a .setMaxStreams(5) on the Builder in createNewSoundPool too if you want to have the same behavior, to play several sounds at the same time, as in the old one. Also the 5 could be a final int or something instead.
  • amg isn't used
  • It is initialized but never used.
  • Plus one for a useful answer despite the amg line being completed unneeded (tested without it)
  • getApplicationContext(); causes an error. "Non static method cannot be referenced from static context"
  • I find the SoundPoolManager code readable, but the benefit of using int instead of SoundPool is not clear to me. I'm guessing it is for convenience. It would help if you would explain this more fully. Does SoundPoolManager address shortcomings of SoundPool, make my code safer/more portable/more manageable/more efficient? If so how and why? Thanks in advance.
  • Interesting sample. onLoadComplete + callback