E/AndroidAudioRenderer(16267): java.io.FileNotFoundException: Sounds/page-flip.wav
E/AndroidAudioRenderer(16267): at android.content.res.AssetManager.openAssetFd(Native Method)
E/AndroidAudioRenderer(16267): at android.content.res.AssetManager.openFd(AssetManager.java:331)
E/AndroidAudioRenderer(16267): at com.jme3.audio.android.AndroidAudioRenderer.playSourceInstance(AndroidAudioRenderer.java:333)
E/AndroidAudioRenderer(16267): at com.jme3.audio.AudioNode.playInstance(AudioNode.java:256)
E/AndroidAudioRenderer(16267): at v3l.client.scene.ReadingScene.flipForward(ReadingScene.java:371)
E/AndroidAudioRenderer(16267): at v3l.client.scene.ReadingScene.onTouch(ReadingScene.java:513)
E/AndroidAudioRenderer(16267): at com.jme3.input.InputManager.onTouchEventQueued(InputManager.java:876)
E/AndroidAudioRenderer(16267): at com.jme3.input.InputManager.processQueue(InputManager.java:807)
E/AndroidAudioRenderer(16267): at com.jme3.input.InputManager.update(InputManager.java:851)
E/AndroidAudioRenderer(16267): at com.jme3.app.Application.update(Application.java:605)
E/AndroidAudioRenderer(16267): at com.jme3.app.SimpleApplication.update(SimpleApplication.java:233)
E/AndroidAudioRenderer(16267): at com.jme3.app.AndroidHarness.update(AndroidHarness.java:430)
E/AndroidAudioRenderer(16267): at com.jme3.system.android.OGLESContext.onDrawFrame(OGLESContext.java:367)
E/AndroidAudioRenderer(16267): at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1431)
E/AndroidAudioRenderer(16267): at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1180)
I/com.jme3.scene.Node(16267): INFO Node 9:53:01 PM Child (BitmapFont) attached to this node (null)
Hello Jmonkey, I currently try to play a sound in Android Application that created by Jmonkey. It work fine on PC , however, it show above error when running on android, which I sure that the sound file is already in asset.jar
Sorry, I donât understand. There are audio files in asset.jar in Mobile project. However, what do you mean âandroid asset folderâ? do I have to create one on my own ?
Hi folks I just spent some time trouble shooting this issue aswell (Initially I tried putting the files in raw, and raw/Sounds
no go
after googling around I found this âreference from android dev guideâ
Arbitrary files to save in their raw form. To open these resources with a raw InputStream, call Resources.openRawResource() with the resource ID, which is R.raw.filename.
However, if you need access to original file names and file hierarchy, you might consider saving some resources in the assets/ directory (instead of res/raw/). Files in assets/ are not given a resource ID, so you can read them only using AssetManager.
(where the assets folder is parallel to the /res folder.
In summary:
(raw != assets folder)
You will need to create a new folder parallel to the /res folder called assets, then copy/move your sound files into assets so end up with: assets/Sounds/).