How do I set up an audiofile to play when a user touches an image.
Where should I store the audio file and what code should I use to actually play the file? I don\'t
You can also achieve the same using SoundPool.
MediaPlayer first loads the whole sound data in memory then play, so it produces some lag when we switch among sounds frequently.
SoundPool is a better option with small size sound file and produces better result with .ogg media file.
SoundPool pl = new SoundPool(5, AudioManager.STREAM_MUSIC, 0);
// 5 indicates the maximum number of simultaneous streams for this SoundPool object
pl.setOnLoadCompleteListener(new OnLoadCompleteListener() {
@Override
public void onLoadComplete(SoundPool soundPool, int sampleId, int status) {
// The onLoadComplet method is called when a sound has completed loading.
soundPool.play(sampleId, 1f, 1f, 0, 0, 1);
// second and third parameters indicates left and right value (range = 0.0 to 1.0)
}
});
Button btn = findViewById(R.id.boton);
btn.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
int sound = pl.load(this, R.raw.sound_01, 0);
}
});
public void aud_play(View view) {
if (!mp.isPlaying()) { //If media player is not playing it.
mp = MediaPlayer.create(this, R.raw.audio_name);
mp.start();
} else {// Toast of Already playing ...
}
}
This won't create a bring up the MediaPlayer interface... it will just play the sound you want.
Button boton = (Button) findViewById(R.id.boton);
boton.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
MediaPlayer mp = MediaPlayer.create(TestSonido.this, R.raw.slayer);
mp.start();
}
});
In this case, R.raw.slayer represents an audio file called slayer.mp3 that is stored in the res/raw/ folder and once you click the button the droid will rock you...