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  1. Superpowered Audio SDK
  2. Player
  3. Ideas and Tips

Ideas and Tips

  • Can I somehow load audio into a buffer, then use that one buffer as a source for multiple audio players?
  • Can it preload audio files into memory (like SoundPool does) so it can play them without that huge Android's latency ?
  • Do you have a silence removal function during the playback?
  • Do you have a support for Spotify?
  • Do you mean with "classic instantiation" that I should keep 8 separate member variables of SuperpoweredAdvancedAudioPlayer in the class?
  • Do you support the playback of DRM protected content?
  • Does the player work with 32 bit PCM WAV?
  • I need to be able to write chunks of audio data to the player while it is playing. Any idea if that can be done?
  • I need to re-use the same sound effect that repeats and overlaps. For each sound to be able to play overlapping with itself (but with slightly different start points), up to 3 times would I need 60 players?
  • I need to set up 4 players that can play simultaneously. Do I need to change anything regarding stereoBuffer's initialization?
  • I want to play recorded raw data that I wrote to the file `record.wav` using SuperpoweredAdvancedAudioPlayer. Does `SuperpoweredAdvancedAudioPlayer` support playing the raw file, and how?
  • I was trying to find the “Simple Audio File Player” but did not see it. Am I missing something? Or is the “Simple and Advanced Audio File Player” one and the same?
  • I'm working on a piano game, requirement 88 piano keys. Each key has a different sound. When I touch the keys I want the SuperpoweredAdvancedAudioPlayer to play a sound.
  • If I want to have 40 sfx preloaded, am I supposed to create 40 SuperpoweredAdvancedAudioPlayer instances?
  • Is it possible to play a midi file in Android using my own custom samples rather than Android's built-in sounds?
  • Is it possible to use The advanced audio player class with a slicing/freeze mode where you can jump to different beats and play the beats in different ways?
  • What is the simplest, most straightforward way to initialize the engine, load a few sounds, then play them back on command?
Superpowered Audio SDK