Play sound using soundpool example

I would like to learn how to use soundpool method. I would like you to show me a very simple example that run 2 sounds.


Create a folder named as raw under your_app/res/. Then paste your ringtone in this folder, for example your_app/res/raw/ringtone.mp3. Now use the following code:

SoundPool soundPool = new SoundPool(5, AudioManager.STREAM_MUSIC, 0);
int soundId = soundPool.load(context, R.raw.ringtone, 1);
// soundId for reuse later on

soundPool.play(soundId, 1, 1, 0, 0, 1);

Be sure to release the SoundPool resources after use:

soundPool.release();
soundPool = null;

Yes. i went through this too. but for safety i have saved a piece of code i found online. Though havent used it, i know it will come in handy soon...

1) You need to create AudioAttributes object:

AudioAttributes attributes = new AudioAttributes.Builder()
    .setUsage(AudioAttributes.USAGE_GAME)
    .setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION)
    .build();

2) Create SoundPool object:

SoundPool sounds = new SoundPool.Builder()
    .setAudioAttributes(attributes)
    .build();

3) How to use SoundPool on all API levels example :

SoundPool sound;

protected void createSoundPool() {
    if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
        createNewSoundPool();
    } else {
        createOldSoundPool();
    }
}

@TargetApi(Build.VERSION_CODES.LOLLIPOP)
protected void createNewSoundPool(){
    AudioAttributes attributes = new AudioAttributes.Builder()
        .setUsage(AudioAttributes.USAGE_GAME)
        .setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION)
        .build();
    sounds = new SoundPool.Builder()
        .setAudioAttributes(attributes)
        .build();
}

@SuppressWarnings("deprecation")
protected void createOldSoundPool(){
    sounds = new SoundPool(5,AudioManager.STREAM_MUSIC,0);
}

Here is a small, working example of soundPool, it is taken from here and slightly modified to match post 21 API's.

One thing to notice is maxStreams, which indicates how many streams are allowed to run in parallel, if it is one(default), it can be removed from the builder.

import android.app.Activity;
import android.content.Context;
import android.media.AudioManager;
import android.media.SoundPool;

public class SoundManager extends Activity
{
  static SoundPool soundPool;
  static int[] sm;

  public static void InitSound() {

    int maxStreams = 1;
    Context mContext = getApplicationContext();
    if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
        soundPool = new SoundPool.Builder()
                .setMaxStreams(maxStreams)
                .build();
    } else {
        soundPool = new SoundPool(maxStreams, AudioManager.STREAM_MUSIC, 0);
    }

    sm = new int[3];
    // fill your sounds
    sm[0] = soundPool.load(mContext, R.raw.sound_1, 1);
    sm[1] = soundPool.load(mContext, R.raw.sound_2, 1);
    sm[2] = soundPool.load(mContext, R.raw.sound_3, 1);

  }

  static void playSound(int sound) {

      soundPool.play(sm[sound], 1, 1, 1, 0, 1f);
  }

   public final void cleanUpIfEnd() {
    sm = null;
    soundPool.release();
    soundPool = null;
  } 
}

I have written a SoundPoolManager which can be used to load sound files and play as and when required. You can see it here.

Thanks.