diff options
| -rw-r--r-- | media/java/android/media/SoundPool.java | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/media/java/android/media/SoundPool.java b/media/java/android/media/SoundPool.java index dbbbfc6a5913..26e65dda5ebf 100644 --- a/media/java/android/media/SoundPool.java +++ b/media/java/android/media/SoundPool.java @@ -57,10 +57,10 @@ import android.util.Log; * 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> @@ -101,7 +101,7 @@ import android.util.Log; * <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> * @@ -137,7 +137,7 @@ public class SoundPool extends PlayerBase { * * @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 @@ -213,7 +213,7 @@ public class SoundPool extends PlayerBase { * "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 @@ -287,7 +287,7 @@ public class SoundPool extends PlayerBase { /** * 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 @@ -509,7 +509,7 @@ public class SoundPool extends PlayerBase { } } - 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); |