What is the best(fastest, lightest) way to implement audio for Android?

We are in the process of adjusting our game for Android and while most things were not a problem, audio is a big issue here.

I was using the ALMixer library with AAC encoded for the iOS devices which works perfectly.

So on android i have tried doing the same with MP3 and Ogg and they are laggy as hell and they also make the game load very slowly everytime i change the background music which are medium to large sized files (relatively, the largest is around 1mb).

I don’t feel like trying wav because those files are huge and i have a lot of music files and my game would grow far too much.

Right now i’m even trying to implement the old media library for sound handling on android. I don’t like it and so far, it seems like everytime it loads it slows everything else down.

So what do you suggest? What’s the best way possible to do this? [import]uid: 41025 topic_id: 19717 reply_id: 319717[/import]

Don’t use MP3, use OGG. Don’t use 44KHz audio, drop it down to 22KHz. Try Mono instead of stereo.

If you stream you may notice performance issues, but the trade-off with preloading is that it will increase your load times (vs. streaming).

I was able to take 72MB of WAV files and use the above to get them down to 3.2MB total of OGG files. [import]uid: 16734 topic_id: 19717 reply_id: 76341[/import]

Hi, i’m using audacity to convert all wav and mp3 files to ogg, which is great, but i see in export options a format (on 1.3 version) called “GSM 6.1 WAV for mobile devices” and mades the best compression (1.5 mp3 44Khz mono converted to 200 Kb wav, ogg 310kb) . This works for corona? [import]uid: 55808 topic_id: 19717 reply_id: 76344[/import]