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Android Programming with Kotlin for Beginners

You're reading from  Android Programming with Kotlin for Beginners

Product type Book
Published in Apr 2019
Publisher Packt
ISBN-13 9781789615401
Pages 698 pages
Edition 1st Edition
Languages
Author (1):
John Horton John Horton
Profile icon John Horton

Table of Contents (33) Chapters

Android Programming with Kotlin for Beginners
Contributors
Preface
1. Getting Started with Android and Kotlin 2. Kotlin, XML, and the UI Designer 3. Exploring Android Studio and the Project Structure 4. Getting Started with Layouts and Material Design 5. Beautiful Layouts with CardView and ScrollView 6. The Android Lifecycle 7. Kotlin Variables, Operators, and Expressions 8. Kotlin Decisions and Loops 9. Kotlin Functions 10. Object-Oriented Programming 11. Inheritance in Kotlin 12. Connecting Our Kotlin to the UI and Nullability 13. Bringing Android Widgets to Life 14. Android Dialog Windows 15. Handling Data and Generating Random Numbers 16. Adapters and Recyclers 17. Data Persistence and Sharing 18. Localization 19. Animations and Interpolations 20. Drawing Graphics 21. Threads and Starting the Live Drawing App 22. Particle Systems and Handling Screen Touches 23. Android Sound Effects and the Spinner Widget 24. Design Patterns, Multiple Layouts, and Fragments 25. Advanced UI with Paging and Swiping 26. Advanced UI with Navigation Drawer and Fragment 27. Android Databases 28. A Quick Chat Before You Go Other Book You May Enjoy Index

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 = -1
nowPlaying...
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