How do I know if a sound is finished playing in android?
How do I know if a sound has finished playing?
I want to play 2 sounds but I want one sound to play and then wait until the 1st sou开发者_运维问答nd is done before the 2nd starts.
Also, if I wanted to do something else when the sound is finished like show he next view in a view flipper, could I do that?
Right now I'm using SoundPool to play my sounds.
Use the MediaPlayer class and an OnCompletionListener
Just an idea... get ogg/wav sound play time length and use your own SoundObject class with timer member. Update it in some update function. If timer > maxtime + threshold, flag it as finished.
Sorry this is too late to reply. But i used isPlaying() API from mediaplayer to wait for first song to complete.
while(mediaPlyaer.isPlaying()){
}
The way I solved this is to create an animation sequence that contains an image, a sound, and a delay. I can then queue these up so I can have a image shown, and sound accompany it, and then switch to another image. I do this with a SoundPlayer and a custom view (not a view flipper, though you probably could)
The trick is that you can't simply pause the thread for the delay, you'll need to use a handler to send yourself a message to update the UI in the future.
Here is the Handler
handler = new Handler() {
/* (non-Javadoc)
* @see android.os.Handler#handleMessage(android.os.Message)
*/
@Override
public void handleMessage(Message msg) {
if (msg.what == NEXT_ITEM_MSG) {
showNext();
}
else if (msg.what == SEQUENCE_COMPLETE_MSG) {
// notify the listener
if (animationCompleteListener != null) {
animationCompleteListener.onAnimationComplete();
}
}
}
};
The showNext() method simply grabs the next item in the sequence, updates the image view, plays the sound, and then schedules a message for the handler to call showNext after the sequence.
private void showNext() {
if (mRunning) {
// Get the first item
AnimatedSequenceItem item = currentSequence.getNextSequenceItem();
if (item == null) {
Message msg = handler.obtainMessage(SEQUENCE_COMPLETE_MSG);
handler.sendMessage(msg);
return;
}
// Show the first image
showImage(item.getImageResId());
// Play the sound
int iSoundResId = item.getSoundResId();
if (iSoundResId != -1) {
playSound(iSoundResId);
}
// schedule a message to advance to next item after duration
Message msg = handler.obtainMessage(NEXT_ITEM_MSG);
handler.sendMessageDelayed(msg, item.getDuration());
}
}
Of course all of this does require you to determine and hardcode the delays, but in my experience you need to do that for a game anyway. I had many cases where I wanted the delay to be longer than the sound. Here's the code that actually queues up items.
battleSequence.addSequenceItem(R.drawable.brigands,
R.raw.beep,
2000);
battleSequence.addSequenceItem(R.drawable.black,
winning ? R.raw.enemy_hit : R.raw.player_hit,
1500);
With this approach I can have all sorts of logic to add animation items, change durations, loop animations, etc... It just took some fine tuning to get the delays right.
Hope this helps.
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