* SoundPool will automatically stop a previously playing stream based first
* on priority and then by age within that priority. Limiting the maximum
* number of streams helps to cap CPU loading and reducing the likelihood that
- * audio mixing will impact visuals or UI performance.</p>
+ * audio mixing will impact visuals or UI performance.</p>
*
* <p>Sounds can be looped by setting a non-zero loop value. A value of -1
- * causes the sound to loop forever. In this case, the application must
+ * causes the sound to loop forever. In this case, the application must
* explicitly call the stop() function to stop the sound. Any other non-zero
* value will cause the sound to repeat the specified number of times, e.g.
* a value of 3 causes the sound to play a total of 4 times.</p>
* <p>Note that since streams can be stopped due to resource constraints, the
* streamID is a reference to a particular instance of a stream. If the stream
* is stopped to allow a higher priority stream to play, the stream is no
- * longer be valid. However, the application is allowed to call methods on
+ * longer valid. However, the application is allowed to call methods on
* the streamID without error. This may help simplify program logic since
* the application need not concern itself with the stream lifecycle.</p>
*
*
* @param maxStreams the maximum number of simultaneous streams for this
* SoundPool object
- * @param streamType the audio stream type as described in AudioManager
+ * @param streamType the audio stream type as described in AudioManager
* For example, game applications will normally use
* {@link AudioManager#STREAM_MUSIC}.
* @param srcQuality the sample-rate converter quality. Currently has no
* "R.raw.explosion" as the resource ID. Note that this means you cannot
* have both an "explosion.wav" and an "explosion.mp3" in the res/raw
* directory.
- *
+ *
* @param context the application context
* @param resId the resource ID
* @param priority the priority of the sound. Currently has no effect. Use
/**
* Play a sound from a sound ID.
*
- * Play the sound specified by the soundID. This is the value
+ * Play the sound specified by the soundID. This is the value
* returned by the load() function. Returns a non-zero streamID
* if successful, zero if it fails. The streamID can be used to
* further control playback. Note that calling play() may cause
}
}
- private native final int _load(FileDescriptor fd, long offset, long length, int priority);
+ private native final int _load(FileDescriptor fd, long offset, long length, int priority);
private native final int native_setup(Object weakRef, int maxStreams,
Object/*AudioAttributes*/ attributes);