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javaandroidandroid-studiosoundpool

SoundPool puse works only one time


This is my code:

    int SC5;
    sp = new SoundPool(5, AudioManager.STREAM_MUSIC, 0);
    SC5  = sp.load(this, R.raw.c5, 1);

    C5.setOnTouchListener(new View.OnTouchListener() {
        @Override
        public boolean onTouch(View v, MotionEvent event) {
            switch(event.getAction()) {

                case MotionEvent.ACTION_DOWN:
                    // PRESSED
                    sp.play(SC5, 1, 1, 0, 0, 1);
                    return true; 


                case MotionEvent.ACTION_UP:
                    // RELEASED
                    sp.pause(SC5);

                    return true; 
            }
            return false;
        }
    });

I want when I released button my soundpool stop playing, this code works, but only one time. When i press button for second time, I can't stop sound and I couldn't use autoPause(); because I have other files in this soundpool

Please help


Solution

  • SOLUTION:

    int streamId = -1;
    C5.setOnTouchListener(new View.OnTouchListener() {
        @Override
        public boolean onTouch(View v, MotionEvent event) {
            switch(event.getAction()) {
    
                case MotionEvent.ACTION_DOWN:
                    // PRESSED
                    streamId = sp.play(SC5, 1, 1, 0, 0, 1);
                    return true; 
    
    
                case MotionEvent.ACTION_UP:
                    // RELEASED
                    sp.pause(streamId);
    
                    return true; 
            }
            return false;
        }
    });
    

    EXPLANATIONS

    You cannot use SC5 to pause the sound since SC5 turns out to be a soundId.

    For more information, you should check the document of SoundPool, and PAY ATTENTION to the ID you use to play (soundId) or pause (streamId) a sound.

     /**
     * Play a sound from a sound ID.
     *
     * Play the sound specified by the soundID. This is the value 
     * returned by the load() function. Returns a non-zero streamID
     * if successful, zero if it fails. The streamID can be used to
     * further control playback. Note that calling play() may cause
     * another sound to stop playing if the maximum number of active
     * streams is exceeded. A loop value of -1 means loop forever,
     * a value of 0 means don't loop, other values indicate the
     * number of repeats, e.g. a value of 1 plays the audio twice.
     * The playback rate allows the application to vary the playback
     * rate (pitch) of the sound. A value of 1.0 means play back at
     * the original frequency. A value of 2.0 means play back twice
     * as fast, and a value of 0.5 means playback at half speed.
     *
     * @param soundID a soundID returned by the load() function
     * @param leftVolume left volume value (range = 0.0 to 1.0)
     * @param rightVolume right volume value (range = 0.0 to 1.0)
     * @param priority stream priority (0 = lowest priority)
     * @param loop loop mode (0 = no loop, -1 = loop forever)
     * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
     * @return non-zero streamID if successful, zero if failed
     */
    public final int play(int soundID, float leftVolume, float rightVolume,
            int priority, int loop, float rate);
    
    /**
     * Pause a playback stream.
     *
     * Pause the stream specified by the streamID. This is the
     * value returned by the play() function. If the stream is
     * playing, it will be paused. If the stream is not playing
     * (e.g. is stopped or was previously paused), calling this
     * function will have no effect.
     *
     * @param streamID a streamID returned by the play() function
     */
    public final void pause(int streamID);