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javaandroidsoundpool

How to run SoundPool in Android Studio on actions


I am new to working in Android Studio and only average with java, thus far. I am working on an assignment for school, but I am having problems getting SoundPool to work without crashing the application. I know the app runs without the sound I have added, but I am uncertain where my error lies as there seems to be so many different ways to approach this problem.

The error I am getting in debug is:

java.lang.NullPointerException: Attempt to invoke virtual method 'int android.media.SoundPool.play(int, float, float, int, int, float)' on a null object reference

My code is below. public class Snake extends Activity {

private SnakeView mSnakeView;

private static String ICICLE_KEY = "snake-view";


/**
 * Called when Activity is first created. Turns off the title bar, sets up
 * the content views, and fires up the SnakeView.
 * 
 */
@Override
public void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);

    //set the layout
    setContentView(R.layout.snake_layout);



    mSnakeView = (SnakeView) findViewById(R.id.snake);
    mSnakeView.setTextView((TextView) findViewById(R.id.text));

    if (savedInstanceState == null) {
        // We were just launched -- set up a new game
        mSnakeView.setMode(SnakeView.READY);
    } else {
        // We are being restored
        Bundle map = savedInstanceState.getBundle(ICICLE_KEY);
        if (map != null) {
            mSnakeView.restoreState(map);
        } else {
            mSnakeView.setMode(SnakeView.PAUSE);
        }
    }
}

@Override
protected void onPause() {
    super.onPause();
    // Pause the game along with the activity
    mSnakeView.setMode(SnakeView.PAUSE);
}

@Override
public void onSaveInstanceState(Bundle outState) {
    //Store the game state
    outState.putBundle(ICICLE_KEY, mSnakeView.saveState());
}

public class SnakeView extends TileView {

private static final String TAG = "SnakeView";

private Context m_context;

//Sound
//initialize sound variables
private SoundPool sounds;
private int ulose = -1;
private int apple = -1;
private int moving = -1;

/**
 * Current mode of application: READY to run, RUNNING, or you have already
 * lost. static final ints are used instead of an enum for performance
 * reasons.
 */
private int mMode = READY;
public static final int PAUSE = 0;
public static final int READY = 1;
public static final int RUNNING = 2;
public static final int LOSE = 3;

/**
 * Current direction the snake is headed.
 */
private int mDirection = NORTH;
private int mNextDirection = NORTH;
private static final int NORTH = 1;
private static final int SOUTH = 2;
private static final int EAST = 3;
private static final int WEST = 4;

/**
 * Labels for the drawables that will be loaded into the TileView class
 */
private static final int RED_STAR = 1;
private static final int YELLOW_STAR = 2;
private static final int GREEN_STAR = 3;

/**
 * mScore: used to track the number of apples captured mMoveDelay: number of
 * milliseconds between snake movements. This will decrease as apples are
 * captured.
 */
private long mScore = 0;
private long mMoveDelay = 600;
/**
 * mLastMove: tracks the absolute time when the snake last moved, and is used
 * to determine if a move should be made based on mMoveDelay.
 */
private long mLastMove;

/**
 * mStatusText: text shows to the user in some run states
 */
private TextView mStatusText;

/**
 * mSnakeTrail: a list of Coordinates that make up the snake's body
 * mAppleList: the secret location of the juicy apples the snake craves.
 */
private ArrayList<Coordinate> mSnakeTrail = new ArrayList<Coordinate>();
private ArrayList<Coordinate> mAppleList = new ArrayList<Coordinate>();

/**
 * Everyone needs a little randomness in their life
 */
private static final Random RNG = new Random();

/**
 * Create a simple handler that we can use to cause animation to happen.  We
 * set ourselves as a target and we can use the sleep()
 * function to cause an update/invalidate to occur at a later date.
 */
private RefreshHandler mRedrawHandler = new RefreshHandler();

class RefreshHandler extends Handler {

    @Override
    public void handleMessage(Message msg) {
        SnakeView.this.update();
        SnakeView.this.invalidate();
    }

    public void sleep(long delayMillis) {
        this.removeMessages(0);
        sendMessageDelayed(obtainMessage(0), delayMillis);
    }
};


/**
 * Constructs a SnakeView based on inflation from XML
 * 
 * @param context
 * @param attrs
 */
public SnakeView(Context context, AttributeSet attrs) {
    super(context, attrs);
    initSnakeView();

}

public SnakeView(Context context, AttributeSet attrs, int defStyle) {
    super(context, attrs, defStyle);
    initSnakeView();
}

private void initSnakeView() {
    setFocusable(true);

    Resources r = this.getContext().getResources();

    resetTiles(4);
    loadTile(RED_STAR, r.getDrawable(R.drawable.redstar));
    loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar));
    loadTile(GREEN_STAR, r.getDrawable(R.drawable.greenstar));

}


private void initNewGame() {
    mSnakeTrail.clear();
    mAppleList.clear();

    // For now we're just going to load up a short default eastbound snake
    // that's just turned north


    mSnakeTrail.add(new Coordinate(7, 7));
    mSnakeTrail.add(new Coordinate(6, 7));
    mSnakeTrail.add(new Coordinate(5, 7));
    mSnakeTrail.add(new Coordinate(4, 7));
    mSnakeTrail.add(new Coordinate(3, 7));
    mSnakeTrail.add(new Coordinate(2, 7));
    mNextDirection = NORTH;

    // Two apples to start with
    addRandomApple();
    addRandomApple();

    mMoveDelay = 600;
    mScore = 0;
}


/**
 * Given a ArrayList of coordinates, we need to flatten them into an array of
 * ints before we can stuff them into a map for flattening and storage.
 * 
 * @param cvec : a ArrayList of Coordinate objects
 * @return : a simple array containing the x/y values of the coordinates
 * as [x1,y1,x2,y2,x3,y3...]
 */
private int[] coordArrayListToArray(ArrayList<Coordinate> cvec) {
    int count = cvec.size();
    int[] rawArray = new int[count * 2];
    for (int index = 0; index < count; index++) {
        Coordinate c = cvec.get(index);
        rawArray[2 * index] = c.x;
        rawArray[2 * index + 1] = c.y;
    }
    return rawArray;
}

/**
 * Save game state so that the user does not lose anything
 * if the game process is killed while we are in the 
 * background.
 * 
 * @return a Bundle with this view's state
 */
public Bundle saveState() {
    Bundle map = new Bundle();

    map.putIntArray("mAppleList", coordArrayListToArray(mAppleList));
    map.putInt("mDirection", Integer.valueOf(mDirection));
    map.putInt("mNextDirection", Integer.valueOf(mNextDirection));
    map.putLong("mMoveDelay", Long.valueOf(mMoveDelay));
    map.putLong("mScore", Long.valueOf(mScore));
    map.putIntArray("mSnakeTrail", coordArrayListToArray(mSnakeTrail));

    return map;
}

/**
 * Given a flattened array of ordinate pairs, we reconstitute them into a
 * ArrayList of Coordinate objects
 * 
 * @param rawArray : [x1,y1,x2,y2,...]
 * @return a ArrayList of Coordinates
 */
private ArrayList<Coordinate> coordArrayToArrayList(int[] rawArray) {
    ArrayList<Coordinate> coordArrayList = new ArrayList<Coordinate>();

    int coordCount = rawArray.length;
    for (int index = 0; index < coordCount; index += 2) {
        Coordinate c = new Coordinate(rawArray[index], rawArray[index + 1]);
        coordArrayList.add(c);
    }
    return coordArrayList;
}

/**
 * Restore game state if our process is being relaunched
 * 
 * @param icicle a Bundle containing the game state
 */
public void restoreState(Bundle icicle) {
    setMode(PAUSE);

    mAppleList = coordArrayToArrayList(icicle.getIntArray("mAppleList"));
    mDirection = icicle.getInt("mDirection");
    mNextDirection = icicle.getInt("mNextDirection");
    mMoveDelay = icicle.getLong("mMoveDelay");
    mScore = icicle.getLong("mScore");
    mSnakeTrail = coordArrayToArrayList(icicle.getIntArray("mSnakeTrail"));
}

/*
 * handles key events in the game. Update the direction our snake is traveling
 * based on the DPAD. Ignore events that would cause the snake to immediately
 * turn back on itself.
 * 
 * (non-Javadoc)
 * 
 * @see android.view.View#onKeyDown(int, android.os.KeyEvent)
 */
@Override
public boolean onKeyDown(int keyCode, KeyEvent msg) {

    if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
        if (mMode == READY | mMode == LOSE) {
            /*
             * At the beginning of the game, or the end of a previous one,
             * we should start a new game.
             */
            initNewGame();
            setMode(RUNNING);
            update();
            return (true);
        }

        if (mMode == PAUSE) {
            /*
             * If the game is merely paused, we should just continue where
             * we left off.
             */
            setMode(RUNNING);
            update();
            return (true);
        }

        if (mDirection != SOUTH) {
            mNextDirection = NORTH;
        }
        return (true);
    }

    if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
        if (mDirection != NORTH) {
            mNextDirection = SOUTH;
        }
        return (true);
    }

    if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
        if (mDirection != EAST) {
            mNextDirection = WEST;
        }
        return (true);
    }

    if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
        if (mDirection != WEST) {
            mNextDirection = EAST;
        }
        return (true);
    }

    return super.onKeyDown(keyCode, msg);
}

public void loadSound(){
    sounds = new SoundPool(3, AudioManager.STREAM_MUSIC, 0);

    try{
        //Create objects for the required classes
        AssetManager assetManager = m_context.getAssets();
        AssetFileDescriptor descriptor;

        //Create the three sound effects in memory
                descriptor = assetManager.openFd("wall.ogg");
        ulose = sounds.load(descriptor, 0);

        descriptor = assetManager.openFd("apple.ogg");
        apple = sounds.load(descriptor, 0);

        descriptor = assetManager.openFd("tiles.ogg");
        moving = sounds.load(descriptor, 0);
    }
    catch (IOException e){
        Log.e("error", "failed to load sound files");
    }
}

/**
 * Sets the TextView that will be used to give information (such as "Game
 * Over" to the user.
 * 
 * @param newView
 */
public void setTextView(TextView newView) {
    mStatusText = newView;
}

/**
 * Updates the current mode of the application (RUNNING or PAUSED or the like)
 * as well as sets the visibility of textview for notification
 * 
 * @param newMode
 */
public void setMode(int newMode) {
    int oldMode = mMode;
    mMode = newMode;

    if (newMode == RUNNING & oldMode != RUNNING) {
        mStatusText.setVisibility(View.INVISIBLE);
        update();
        return;
    }

    Resources res = getContext().getResources();
    CharSequence str = "";
    if (newMode == PAUSE) {
        str = res.getText(R.string.mode_pause);
    }
    if (newMode == READY) {
        str = res.getText(R.string.mode_ready);
    }
    if (newMode == LOSE) {
        str = res.getString(R.string.mode_lose_prefix) + mScore
              + res.getString(R.string.mode_lose_suffix);
    }

    mStatusText.setText(str);
    mStatusText.setVisibility(View.VISIBLE);
}

/**
 * Selects a random location within the garden that is not currently covered
 * by the snake. Currently _could_ go into an infinite loop if the snake
 * currently fills the garden, but we'll leave discovery of this prize to a
 * truly excellent snake-player.
 * 
 */
private void addRandomApple() {
    Coordinate newCoord = null;
    boolean found = false;
    while (!found) {
        // Choose a new location for our apple
        int newX = 1 + RNG.nextInt(mXTileCount - 2);
        int newY = 1 + RNG.nextInt(mYTileCount - 2);
        newCoord = new Coordinate(newX, newY);

        // Make sure it's not already under the snake
        boolean collision = false;
        int snakelength = mSnakeTrail.size();
        for (int index = 0; index < snakelength; index++) {
            if (mSnakeTrail.get(index).equals(newCoord)) {
                collision = true;
            }
        }
        // if we're here and there's been no collision, then we have
        // a good location for an apple. Otherwise, we'll circle back
        // and try again
        found = !collision;
    }
    if (newCoord == null) {
        Log.e(TAG, "Somehow ended up with a null newCoord!");
    }
    mAppleList.add(newCoord);
}


/**
 * Handles the basic update loop, checking to see if we are in the running
 * state, determining if a move should be made, updating the snake's location.
 */
public void update() {
    if (mMode == RUNNING) {
        long now = System.currentTimeMillis();

        if (now - mLastMove > mMoveDelay) {
            clearTiles();
            updateWalls();
            updateSnake();
            updateApples();
            mLastMove = now;
        }
        mRedrawHandler.sleep(mMoveDelay);
    }

}

/**
 * Draws some walls.
 * 
 */
private void updateWalls() {
    for (int x = 0; x < mXTileCount; x++) {
        setTile(GREEN_STAR, x, 0);
        setTile(GREEN_STAR, x, mYTileCount - 1);
    }
    for (int y = 1; y < mYTileCount - 1; y++) {
        setTile(GREEN_STAR, 0, y);
        setTile(GREEN_STAR, mXTileCount - 1, y);
    }
}

/**
 * Draws some apples.
 * 
 */
private void updateApples() {
    for (Coordinate c : mAppleList) {
        setTile(YELLOW_STAR, c.x, c.y);
    }
}



/**
 * Figure out which way the snake is going, see if he's run into anything (the
 * walls, himself, or an apple). If he's not going to die, we then add to the
 * front and subtract from the rear in order to simulate motion. If we want to
 * grow him, we don't subtract from the rear.
 * 
 */
private void updateSnake() {
    boolean growSnake = false;

    // grab the snake by the head
    Coordinate head = mSnakeTrail.get(0);
    Coordinate newHead = new Coordinate(1, 1);

    mDirection = mNextDirection;

    switch (mDirection) {
    case EAST: {
        newHead = new Coordinate(head.x + 1, head.y);
        sounds.play(moving, 1.0f, 1.0f, 0, 0, 1.5f);
        break;
    }
    case WEST: {
        newHead = new Coordinate(head.x - 1, head.y);
        sounds.play(moving, 1.0f, 1.0f, 0, 0, 1.5f);
        break;
    }
    case NORTH: {
        newHead = new Coordinate(head.x, head.y - 1);
        sounds.play(moving, 1.0f, 1.0f, 0, 0, 1.5f);
        break;
    }
    case SOUTH: {
        newHead = new Coordinate(head.x, head.y + 1);
        sounds.play(moving, 1.0f, 1.0f, 0, 0, 1.5f);
        break;
    }
    }

    // Collision detection
    // For now we have a 1-square wall around the entire arena
    if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2)
            || (newHead.y > mYTileCount - 2)) {
        sounds.play(ulose, 1.0f, 1.0f, 0, 0, 1.5f);
        setMode(LOSE);
        return;

    }

    // Look for collisions with itself
    int snakelength = mSnakeTrail.size();
    for (int snakeindex = 0; snakeindex < snakelength; snakeindex++) {
        Coordinate c = mSnakeTrail.get(snakeindex);
        if (c.equals(newHead)) {
            sounds.play(ulose, 1.0f, 1.0f, 0, 0, 1.5f);
            setMode(LOSE);
            return;
        }
    }

    // Look for apples
    int applecount = mAppleList.size();
    for (int appleindex = 0; appleindex < applecount; appleindex++) {
        Coordinate c = mAppleList.get(appleindex);
        if (c.equals(newHead)) {
            sounds.play(apple, 1.0f, 1.0f, 0, 0, 1.5f);
            mAppleList.remove(c);
            addRandomApple();

            mScore++;
            mMoveDelay *= 0.9;

            growSnake = true;
        }
    }

    // push a new head onto the ArrayList and pull off the tail
    mSnakeTrail.add(0, newHead);
    // except if we want the snake to grow
    if (!growSnake) {
        mSnakeTrail.remove(mSnakeTrail.size() - 1);
    }

    int index = 0;
    for (Coordinate c : mSnakeTrail) {
        if (index == 0) {
            setTile(YELLOW_STAR, c.x, c.y);
        } else {
            setTile(RED_STAR, c.x, c.y);
        }
        index++;
    }

}

/**
 * Simple class containing two integer values and a comparison function.
 * There's probably something I should use instead, but this was quick and
 * easy to build.
 * 
 */
private class Coordinate {
    public int x;
    public int y;

    public Coordinate(int newX, int newY) {
        x = newX;
        y = newY;
    }

    public boolean equals(Coordinate other) {
        if (x == other.x && y == other.y) {
            return true;
        }
        return false;
    }

    @Override
    public String toString() {
        return "Coordinate: [" + x + "," + y + "]";
    }
}

}

I am not looking for someone to do my work for me, I just want to be able to understand where I have made mistakes and the proper approach to correct them so I can learn from this as intended. Any suggestions are greatly appreciated.


Solution

  • (1) You don't ever seem to call the method loadSound().
    You don't instantiate the soundPool object, that is the error you are getting.
    You need to call the loadSound() method.

    (2) Your not setting m_context to a value, do this:

    m_context = getApplicationContext();
    

    (3) There is an easier way to load sounds from the raw directory:

    apple = soundsload(getApplicationContext(),R.raw.apple,1);