I tried playing a sound file (wav or mid) in the looping mode. Found that the sound gets cut with a short pause after each loop before resuming from the start. The repeat mode is being used for things like ambient sound and engine noises where i only have a short sound file which i hope to repeat infinitely but the short pause after each loop is making it impossible to do so.
Does any1 have any ideas how i could circumvent this problem?? The looping noises are really just repetitive noises and i hope to keep them as short as possible and use the repeat mode to loop the sound for long periods.
Since this forum is Mobile Java, i'm of course developing on J2ME platforms.
I'd tried a few ways to tackle this problem, like using multiple Players, multiple threads, etc etc. All works very well on emulators, but on the actual devices, it is another story. Memory fetch time, device switch penalties are very real problems on actual devices and affects performance greatly...
I got the pauses inbetween loops even when i'm just playing the sound in "Looping" mode. Does the notification method carry a lower overhead than simply letting the sound playing in a looping manner??? If u had tested it before, please let me know the results. Thanks.
I can see the last post was few years ago.
Has anyone found a solution for this basic problem?
All we want is to play a wav file in a loop without intervals between each loop. Anybody has an answer?
I tried the above suggestion but still a big delay is between each loop.
May be Nokia can answer this?