Android 声池加载永不停止

Android 声池加载永不停止,android,soundpool,Android,Soundpool,这是我的密码: import java.util.Locale; import android.app.Activity; import android.content.Context; import android.media.AudioManager; import android.media.SoundPool; import android.media.SoundPool.OnLoadCompleteListener; impor

这是我的密码:

    import java.util.Locale;

    import android.app.Activity;
    import android.content.Context;
    import android.media.AudioManager;
    import android.media.SoundPool;
    import android.media.SoundPool.OnLoadCompleteListener;
    import android.os.Bundle;
    import android.os.Vibrator;
    import android.util.Log;
    import android.view.MotionEvent;
    import android.view.View;
    import android.view.View.OnClickListener;
    import android.widget.Button;
    import android.widget.TextView;
    import android.view.GestureDetector;
    import android.view.GestureDetector.OnGestureListener;
    import android.speech.tts.TextToSpeech;
    import android.speech.tts.TextToSpeech.OnInitListener;

    public class GameActivity extends Activity implements OnGestureListener, OnInitListener {

        private SoundPool soundPool;
        private int wallSound, moveSound, completeSound, restartSound, readysetgoSound;
        boolean loaded = false;
        float actualVolume, maxVolume, volume;

        GestureDetector gDetector;
        Vibrator vibrator;

        @Override
        public void onCreate(Bundle savedInstanceState) {

            super.onCreate(savedInstanceState);

            gDetector = new GestureDetector(this);
            vibrator = (Vibrator) getSystemService(Context.VIBRATOR_SERVICE);

            // Set the hardware buttons to control the music
            this.setVolumeControlStream(AudioManager.STREAM_MUSIC);
            // Load the sound
            soundPool = new SoundPool(4, AudioManager.STREAM_MUSIC, 0);

            soundPool.setOnLoadCompleteListener(new OnLoadCompleteListener() {
                @Override
                public void onLoadComplete(SoundPool soundPool, int sampleId,
                        int status) {
                    loaded = true;
                }
            });

            wallSound = soundPool.load(this, R.raw.wall, 1);
            moveSound = soundPool.load(this, R.raw.move, 1);
            completeSound = soundPool.load(this, R.raw.complete, 1);
            restartSound = soundPool.load(this, R.raw.restart, 1);
            readysetgoSound = soundPool.load(this, R.raw.readysetgo, 1);

            // Getting the user sound settings
            AudioManager audioManager = (AudioManager) getSystemService(AUDIO_SERVICE);
            actualVolume = (float) audioManager.getStreamVolume(AudioManager.STREAM_MUSIC);
            maxVolume = (float) audioManager.getStreamMaxVolume(AudioManager.STREAM_MUSIC);
            volume = actualVolume / maxVolume;

            while (!loaded) {
                Log.e("Load Status", "Loading...");
            }
        }

        public void onStart()   {
            super.onStart();
            while(soundPool.play(readysetgoSound, volume, volume, 1, 0, 1f) == 0)   {}
        }
...
我遇到的问题是检查声音文件何时加载。在onCreate方法中,请注意最后一个while循环。理论上,据我所知,一旦加载了声音,代码就应该继续。然而,应用程序永远不会离开while循环,并且会一直在其中迭代。我相信我可能误解了声音池的onLoadCompleteListener,并错误地实现了它。我想确保我的应用程序不会离开onCreate方法,直到五种声音全部加载完毕


我发现,确保我想要的声音只在加载后播放的唯一方法是使用onStart方法中显示的while循环。在加载之前,play方法始终返回零。但是,我不喜欢这种方法,因为每次我想播放声音时都必须使用这种方法。可能效率也很低。

我决定使用MediaPlayer。以使用更多资源为代价,相对容易的实现和更广泛的控制播放的方法保证了这种转变

以下是我的实施的简要概述:

MediaPlayer mediaPlayer = MediaPlayer.create(this, R.raw.readysetgo);
...
mediaPlayer.start();
while (mediaPlayer.isPlaying()) {} //wait until finished to move on
...