/****************提示声音 震动 发送成功之后显示**********/
private MediaPlayer mediaPlayer;
private boolean playBeep;
private static final float BEEP_VOLUME = 0.10f;
private boolean vibrate;
private void initBeepSound() {
if (playBeep && mediaPlayer == null) {
// The volume on STREAM_SYSTEM is not adjustable, and users found it
// too loud,
// so we now play on the music stream.
((Activity) context).setVolumeControlStream(AudioManager.STREAM_MUSIC);
mediaPlayer = new MediaPlayer();
mediaPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
mediaPlayer.setOnCompletionListener(beepListener);
AssetFileDescriptor file = getResources().openRawResourceFd(R.raw.beep);
try {
mediaPlayer.setDataSource(file.getFileDescriptor(),file.getStartOffset(), file.getLength());
file.close();
mediaPlayer.setVolume(BEEP_VOLUME, BEEP_VOLUME);
mediaPlayer.prepare();
} catch (IOException e) {
mediaPlayer = null;
}
}
}
private final OnCompletionListener beepListener = new OnCompletionListener() {
public void onCompletion(MediaPlayer mediaPlayer) {
mediaPlayer.seekTo(0);
}
};
private static final long VIBRATE_DURATION = 200L;
private void playBeepSoundAndVibrate() {
if (playBeep && mediaPlayer != null) {
mediaPlayer.start();
}
if (vibrate) {
Vibrator vibrator = (Vibrator) context.getSystemService(context.VIBRATOR_SERVICE);
vibrator.vibrate(VIBRATE_DURATION);
}
}
private void initVoice() {
// TODO Auto-generated method stub
playBeep = true;
AudioManager audioService = (AudioManager)context.getSystemService(context.AUDIO_SERVICE);
if (audioService.getRingerMode() != AudioManager.RINGER_MODE_NORMAL) {
playBeep = false;
}
initBeepSound();
vibrate = true;
}
/*************************************************/
/***************播放声音的另外一种方法*****************/
private SoundPool soundPool;
private int music;
/**哪里要调用就执行这行代码**/
public void play_voice() {
soundPool.play(music, 1, 1, 0, 0, 1);
}
/**播放声音初始化*/
public void initVoice2(){
soundPool= new SoundPool(10, AudioManager.STREAM_SYSTEM, 5);//第一个参数为同时播放数据流的最大个数,第二数据流类型,第三为声音质量
music = soundPool.load(context, R.raw.beep, 1); //把你的声音素材放到res/raw里,第2个参数即为资源文件,第3个为音乐的优先级
}
/*********************************************/