I am having a problem With SoundPool as it refuses to work with my .ogg files. I am getting this error:
AudioFlinger could not create track, status: -12
Error creating AudioTrack
I've found a thread concerning this and the (possible) answer is:
- Make sure you use .ogg media files with constant bitrate!
Is this the case? (someone please confirm or cancel)
If yes - which application to use (Audacity doesn't support .ogg custom export settings).
If not - what else could be wrong?
As a side note - before I used MediaPlayer but now I want to play a few sounds parallel.
MAJOR EDIT: FOUND A WAY TO FIX YOUR DAY!! SCROLL DOWN BELOW!!
I'm in the same boat with you. Before reading, I must let you know that I failed to provide an answer that can fix this problem.
I have seen many, many Stack Overflow topics regarding SoundPool, but I haven't seen a lot of SoundPool problems with this in regard with Java code from an Android book:
AudioTrack: AudioFlinger could not create track, status -12.
SoundPool: Error creating AudioTrack.
Here's the code snipped from Beginning Android 4 Game Development source code provided here (see below). You get the explosion.ogg file there (in the trunk, find the /asset folder of Chapter 4 - Android Basics). You have to click on "View raw file" on your right to obtain the file.
All I did was I copied the source code directly into Eclipse, and added the explosion.ogg file provided from the trunk, into my project. I executed Android emulator, tried playing the file, and I can tell you I still get the same Logcat errors quoted above.
A person provided a video on Youtube stating that SoundPool works normally. Video link is given below. I did what the video instructed me to code, I grabbed the same explosion.ogg file I got from the second link provided above. I still get these errors:
03-13 05:17:10.143: E/AudioTrack(3370): AudioFlinger could not create track, status: -12
03-13 05:17:10.143: E/SoundPool(3370): Error creating AudioTrack
I do know that SoundPool exists since Android 1.0, at API level 1. There shouldn't be any reason for SoundPool to fail to work, even when I have proof that SoundPool works (the video link, 2nd one).
These are my findings and may or may not help others in a good way. In short, you're not alone here.
Source:
- http://code.google.com/p/beginning-android-games/source/browse/trunk/ch04-android-basics/src/com/badlogic/androidgames/SoundPoolTest.java
- http://www.youtube.com/watch?v=ioGWpu8Ud7A
EDIT: I am able to play sounds from SoundPool.
Here's my code:
package nttu.edu.test;
import nttu.edu.R;
import android.app.Activity;
import android.media.AudioManager;
import android.media.SoundPool;
import android.os.Bundle;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.TextView;
public class SoundPoolTest extends Activity implements OnClickListener {
SoundPool soundPool = null;
int explosionId = 0;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
TextView v = new TextView(this);
v.setOnClickListener(this);
setContentView(v);
this.setVolumeControlStream(AudioManager.STREAM_MUSIC);
v.setText("Click anywhere to play the sound.");
}
protected void onResume() {
super.onResume();
if (soundPool == null) {
soundPool = new SoundPool(5, AudioManager.STREAM_MUSIC, 0);
explosionId = soundPool.load(this, R.raw.explosion, 1);
}
}
protected void onPause() {
super.onPause();
if (soundPool != null) {
soundPool.release();
soundPool = null;
}
}
public void onClick(View v) {
if (explosionId != 0)
soundPool.play(explosionId, 1, 1, 0, 0, 1);
}
}
What I did was refactor my code around. I learned this tip from one of the comments in the Youtube video link, where the author of the comment goes by the name of "ErichLancaster". All credits go to him. I hoped this helped you out.
I also set the Android emulator resolution size to QVGA, if it really matters or not.
For me status -12 was caused by specifying too many channels when I instantiate SoundPool. So it was probably just running out of memory trying to keep too many channels around.
In my code I had to play about 10 Sounds parallel (Drumkit-Simulation). What I did is, i put every sound in a own soundpool and used to stop the same already played sound, when a new one was started. That solved it.
int newStreamID = soundPool.play(soundIDs.get(0), volume, volume, 1, 0, randomFloatRate);
if (StreamID != null) {
soundPool.stop(StreamID);
}
StreamID = newStreamID;
As far as I know Soundpool decompresses the audiofiles, so you can save CPU-Usage with .wav. I think on this wise you maybe could overlie the same sound for several times.
For changing Audio formats I use FormatFactory
I was facing this error too recently. Mine was a collision actually taking place multiple times in a loop so it would actually stack the sounds until they dropped out, this causing the error, yet it would keep playing. I fixed this by registering a bounce as 1 when it occurs.
// bouncecount=
// 0=no bounce
// 1=set when bounce occurs and plays the sound
// 21=reset
Since the game runs at roughly 60fps, this only allows one instance of the sound 3 times a second and could be adjusted easily by changing the 20. Not only did this reduce jitter in the game, it isn't the least bit noticeable.
if(bouncecount==1){
sounds.play(sbump,1,1, 0, 0, 1);bouncecount++;}
else{if(bouncecount<20&&bouncecount!=0){bouncecount++;}
else{bouncecount=0;}}
Hope this helps someone.
There is a problem with looping: when I set repeat to -1 I get this error, but with 0 everything is working properly. I've noticed that some sounds give this error when I'm trying to play them one by one. For example:
mSoundPool.stop(mStreamID);
mStreamID = mSoundPool.play(mRandID, mVolume, mVolume, 1, -1, 1f);
In such case, first track is played ok, but when I switch sounds, next track gives this error. It seems that using looping, a buffer is somehow overloaded, and mSoundPool.stop cannot release resources immediately.
Solution:
final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
@Override
public void run() {
mStreamID = mSoundPool.play(mRandID, mVolume, mVolume, 1, -1, 1f);
}, 350);
And it's working, but delay is different for different devices.
I follow this answer: http://www.andengine.org/forums/gles2/sound-not-playing-t10820.html
The main idea is that SoundManager class has a SoundPool with little memory allowed (in contradistinction to MusicManager), so in "all messages" in logcat "out of memory" can be seen.
I suppose, every ".play()" called for every sound (don't know what about music) - allocates new memory space in the pool, and to avoid that you can do the following:
- use .play() only once, then .seekTo(0), then .resume() (to play from the begining)
- or use .play() only once, then .pause(), then .resume() (for looping, for example)
来源:https://stackoverflow.com/questions/9599059/soundpool-error-creating-audiotrack