I’m not having luck finding the post where Josh explained this, but basically here’s the problem.
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There **WAS** a lag/delay in sounds played through OpenSL, which the audio.* API uses. This was fixed recently by Google in Android 4.2. This has been fixed in our code since the last public build 971. So on Google 4.2 devices, our audio.* API works perfectly. If your device is using an older version of Android, the OpenSL libraries are going to lag.
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We offer the less preferred media.* libraries which doesn’t have the lag problem, but can only play one sound at a time and doesn’t have volume controls. This uses the Java SoundPool class which is more direct access to the hardware. While it lacks the lag problem since it’s writing to the hardware, your experience on different devices may vary. If you’re sounds are getting cut off, that sounds like the next sound is trying to play. Make sure you trim off any dead air time from the beginning and ending of your audio clips to minimize this.
[import]uid: 199310 topic_id: 35971 reply_id: 143026[/import]
