The SoundPool class
The SoundPool
class allows us to hold and manipulate a collection of sound effects: literally, a pool of sounds. The class handles everything from decompressing a sound file, such as a .wav
or a .ogg
file, keeping an identifying reference to it via an integer ID, and, of course, playing the sound. When the sound is played, it is played in a non-blocking manner (using a thread behind the scenes) that does not interfere with the smooth running of our app or our user's interaction with it.
The first thing we need to do is add the sound effects to a folder called assets
in the main
folder of the game project. We will do this shortly.
Next, in our Kotlin code, we declare an object of the SoundPool
type and an Int
identifier for each sound effect we intend to use, as shown in the following code. We will also declare another Int
called nowPlaying
, which we can use to track which sound is currently playing; we will see how we do this shortly:
var sp: SoundPool var idFX1 ...