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  • Accessing clearcase view drive from virtual machine is slow

    - by PermanentGuest
    I have a windows XP virtual machine running under a Windows XP host. On the host : On the host clearcase 7.1.1.2 is installed. I have a dynamic view mapped onto some drive. The view has certain VOB/directory structure where my application DLLs from the nightly build and config files are stored. I run my application on the host machine which uses the DLLs and config files from the VOB and everything runs smooth. Now I want to move this set-up to a virtual machine. On the guest : I'm running the guest with a vm-player. I don't want to install clear-case on this as I don't want to expose this machine onto the network. The network setting in the guest is 'host-only'. I have mapped the host's clearcase view drive as a shared folder and I'm able to access this drive from the virtual machine. Also, the application is running. However, the problem is that the access of the clearcase drive from the virtual machine is very slow. I can experience this from the windows explorer. Due to this, the starting of my application takes several seconds in the virtual machine while on the guest it comes up pretty fast. My question is : Is there any way to speed up the performance? I have managed to copy some of the DLLs which don't change frequently to the virtual machine to improve the performance. However, there are still lot of DLLs which have to be taken from the clearcase drive as they change frequently. VMplayer version is : VM Player 3.0.1 build-227600 Both guest and host is : Windows XP service pack 3 Host clearcase is : clearcase 7.1.1.2

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  • 'Future-proof' Live Audio Capture & Broadcast [migrated]

    - by maxpowers
    I'm looking to implement some live audio broadcasting functionality within a Ruby on Rails site for a client and was hoping I could get some input from people who have tackled this type of thing before. Essentially what I need to do is capture and record a user's audio (via microhpone, line in, etc), then stream that to 1,000+ listeners with very little latency, like sub 2 second if possible. So it looks like we've got 3 parts: Web-based audio capture (likely with Flash or JS) Server to accept audio feed and stream to listeners (likely Icecast or Wowza) Actual audio player (maybe HTML5 w/ Flash as a fallback? Maybe this jPlayer fork) Does RTMP makes sense here? Or maybe HTTP? What's the most 'future-proof' way to make this happen? Building with mobile in mind, but still want to be able stream to anyone. I've found lots of potentially helpful threads and software but I'm struggling to get an idea of how it all fits together. I'm a front end guy and way out of my comfort zone so if anyone has insights to offer, I'd love to hear them.

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  • Java Slick2d - How to translate mouse coordinates to world coordinates

    - by Corey
    I am translating in my main class render. How do I get the mouse position where my mouse actually is after I scroll the screen public void render(GameContainer gc, Graphics g) throws SlickException { float centerX = 800/2; float centerY = 600/2; g.translate(centerX, centerY); g.translate(-player.playerX, -player.playerY); gen.render(g); player.render(g); } playerX = 800 /2 - sprite.getWidth(); playerY = 600 /2 - sprite.getHeight(); Image to help with explanation I tried implementing a camera but it seems no matter what I can't get the mouse position. I was told to do this worldX = mouseX + camX; but it didn't work the mouse was still off. Here is my Camera class if that helps: public class Camera { public float camX; public float camY; Player player; public void init() { player = new Player(); } public void update(GameContainer gc, int delta) { Input input = gc.getInput(); if(input.isKeyDown(Input.KEY_W)) { camY -= player.speed * delta; } if(input.isKeyDown(Input.KEY_S)) { camY += player.speed * delta; } if(input.isKeyDown(Input.KEY_A)) { camX -= player.speed * delta; } if(input.isKeyDown(Input.KEY_D)) { camX += player.speed * delta; } } Code used to convert mouse worldX = (int) (mouseX + cam.camX); worldY = (int) (mouseY + cam.camY);

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  • How can I perform 2D side-scroller collision checks in a tile-based map?

    - by bill
    I am trying to create a game where you have a player that can move horizontally and jump. It's kind of like Mario but it isn't a side scroller. I'm using a 2D array to implement a tile map. My problem is that I don't understand how to check for collisions using this implementation. After spending about two weeks thinking about it, I've got two possible solutions, but both of them have some problems. Let's say that my map is defined by the following tiles: 0 = sky 1 = player 2 = ground The data for the map itself might look like: 00000 10002 22022 For solution 1, I'd move the player (the 1) a complete tile and update the map directly. This make the collision easy because you can check if the player is touching the ground simply by looking at the tile directly below the player: // x and y are the tile coordinates of the player. The tile origin is the upper-left. if (grid[x][y+1] == 2){ // The player is standing on top of a ground tile. } The problem with this approach is that the player moves in discrete tile steps, so the animation isn't smooth. For solution 2, I thought about moving the player via pixel coordinates and not updating the tile map. This will make the animation much smoother because I have a smaller movement unit per frame. However, this means I can't really accurately store the player in the tile map because sometimes he would logically be between two tiles. But the bigger problem here is that I think the only way to check for collision is to use Java's intersection method, which means the player would need to be at least a single pixel "into" the ground to register collision, and that won't look good. How can I solve this problem?

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  • Boolean checks with a single quadtree, or multiple quadtrees?

    - by Djentleman
    I'm currently developing a 2D sidescrolling shooter game for PC (think metroidvania but with a lot more happening at once). Using XNA. I'm utilising quadtrees for my spatial partitioning system. All objects will be encompassed by standard bounding geometry (box or sphere) with possible pixel-perfect collision detection implemented after geometry collision (depends on how optimised I can get it). These are my collision scenarios, with < representing object overlap (multiplayer co-op is the reason for the player<player scenario): Collision scenarios (true = collision occurs): Player <> Player = false Enemy <> Enemy = false Player <> Enemy = true PlayerBullet <> Enemy = true PlayerBullet <> Player = false PlayerBullet <> EnemyBullet = true PlayerBullet <> PlayerBullet = false EnemyBullet <> Player = true EnemyBullet <> Enemy = false EnemyBullet <> EnemyBullet = false Player <> Environment = true Enemy <> Environment = true PlayerBullet <> Environment = true EnemyBullet <> Environment = true Going off this information and the fact that were will likely be several hundred objects rendering on-screen at any given time, my question is as follows: Which method is likely to be the most efficient/optimised and why: Using a single quadtree with boolean checks for collision between the different types of objects. Using three quadtrees at once (player, enemy, environment), only testing the player and enemy trees against each other while testing both the player and enemy trees against the environment tree.

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  • P2P synchronization: can a player update fields of other players?

    - by CherryQu
    I know that synchronization is a huge topic, so I have minimized the problem to this example case. Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how should I do the network component to make Bob's HP decrease? I can think of two approaches: Alice perform a Bob.HP--, then send Bob's reduced HP to Bob. Alice send a "I just hit Bob" signal to Bob. Bob checks it, and reduce its own HP, then send his new HP to everyone including Alice. I think the second approach is better because I don't think a player in a P2P game should be able to modify other players' private fields. Otherwise cheating would be too easy, right? My philosophy is that in a P2P game especially, a player's attributes and all attributes of its belonging objects should only be updated by the player himself. However, I can't prove that this is right. Could someone give me some evidence? Thanks :)

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  • Flash Player : un chercheur trouve comment contourner le bac à sable et transmettre des données à un serveur distant

    Flash Player : un chercheur trouve comment contourner le bac à sable et transmettre des données à un serveur distant Un chercheur a trouvé un moyen de contourner la Sandbox de Flash Player, une mesure de sécurité introduite récemment par Adobe. Billy Rios a publié sur son blog la procédure pour contourner la protection qui isole le processus du Player du reste de la machine, un contournement du « bac à sable » qui pourrait donner la possibilité à un pirate de voler des données et de les transmettre à un serveur distant. Cette preuve de faisabilité (PoC) liée aux fichiers SWF montre que l'on peut transmettre des données locales sans que l'utilisateur victime n'ait aucune ind...

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  • How can I gain access to a player instance in a Minecraft mod?

    - by Andrew Graber
    I'm creating Minecraft mod with a pickaxe that takes away experience when you break a block. The method for taking away experience from a player is addExperience on EntityPlayer, so I need to get an instance of EntityPlayer for the player using my pickaxe when the pickaxe breaks a block, so that I can remove the appropriate amount of experience. My pickaxe class currently looks like this: public class ExperiencePickaxe extends ItemPickaxe { public ExperiencePickaxe(int ItemID, EnumToolMaterial material){ super(ItemID, material); } public boolean onBlockDestroyed(ItemStack par1ItemStack, World par2World, int par3, int par4, int par5, int par6, EntityLiving par7EntityLiving) { if ((double)Block.blocksList[par3].getBlockHardness(par2World, par4, par5, par6) != 0.0D) { EntityPlayer e = new EntityPlayer(); // create an instance e.addExperience(-1); } return true; } } Obviously, I cannot actually create a new EntityPlayer since it is an abstract class. How can I get access to the player using my pickaxe?

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  • How do I efficiently generate chunks to fill entire screen when my player moves?

    - by Trixmix
    In my game I generate chunks when the player moves. The chunks are all generated on the fly, but currently I just created a simple flat 8X8 floor. What happens is that when he moves to a new chunk the chunk in the direction of the player gets generated and its neighboring chunks. This is not efficient because the generator does not fill the entire screen. I did try to use recursion but its not as fast as I would like it to be. My question is what would be an efficient way of doing so? How does minecraft do so? When I say this I mean just the way it PICKS which chunks to generate and in what order. Not how they generate or how they are saved in regions, just the order/way it generates them. I just want to know what is a good way to load chunks around the player.

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  • Soccer Game only with National Team names (country names) what about player names? [duplicate]

    - by nightkarnation
    This question already has an answer here: Legal issues around using real players names and team emblems in an open source game 2 answers Ok...this question hasn't been asked before, its very similar to some, but here's the difference: I am making a soccer/football simulator game, that only has national teams (with no official logos) just the country names and flags. Now, my doubt is the following...can I use real player names (that play or played on that national team?) From what I understand if I use a player name linked to a club like Barcelona FC (not a national team) I need the right from the club and the association that club is linked to, right? But If I am only linking the name just to a country...I might just need the permission of the actual player (that I am using his name) and not any other associations, correct? Thanks a lot in advance! Cheers, Diego.

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  • In a multiplayer game, should I store the list of character names on the Player class?

    - by Gökhan Nas
    I am writing a multiplayer game that has account system and character creation system like standart MMORPGs. I have a question about name creating issue. I think that I can create a static variable on Player class that keeps created player names but it confused me. It will tell me name is valid or unvalid depends on the other players has this name. Questions; Does implementation does make sense ? If i have 1000 players, is it means it consumes 1000 times of memory of this list? Or it just consume as like there is one? What is your suggestion for place that I can keep player name list? A new class?

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  • Flash Player 11.5 et AIR 3.5 en betas : meilleur débogage pour les deux et support de Jelly Beans pour AIR

    Flash Player 11.5 et AIR 3.5 en betas Meilleur débogage pour les deux et support de Jelly Beans pour AIR Adobe vient de confirmer l'arrivée de la bêta de son Flash Player 11.5. Au menu de cette préversion, on notera surtout un nouvel outil de déboggage pour les développeurs ou la possibilité de partager la mémoire pour les ActionScript Workers. Si Adobe ne supportera plus la technologie dans le mobile, elle n'a cependant pas abandonné AIR dont la version 3.5 passe elle aussi en beta. Mieux, depuis que les runtimes d'Adobe partagent la même base il est possible de reprendre le code d'applications Rich Media pour les porter de Flash vers Air et inversement.

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  • Le chef de produit Flash explique les raisons de la fin du Player sur mobiles, il pointe Apple du doigt

    Le chef de produit Flash explique les raisons de la fin du Player Sur Mobiles, il pointe Apple du doigt Mise à jour du 14 novembre 2011 Les arguments avancés par Adobe pour justifier l'arrêt de son Flash Player sur mobiles n'ont pas convaincu les observateurs, pressés de tracer d'autres corrélations. Ils ne s'avèrent pas non plus du goût de certains employés de l'entreprise, principaux concernés par une décision qui leur coûte 750 postes (lire ci-devant). « Je pense que les deux derniers jours étaient les plus difficiles de ma carrière », déclare Mike Chambers, chef de la plateforme Flash à Adobe. « Je voulais ...

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  • Should my game handle collisions in the Player object?

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time.

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  • MMORPG Server architecture: How to handle player input (messages/packets) while the server has to update many other things at the same time?

    - by Renann
    Yes, the question is is very difficult. This is more or less like what I'm thinking up to now: while(true) { if (hasMessage) { handleTheMessage(); } } But while I'm receiving the player's input, I also have objects that need to be updated or, of course, monsters walking (which need to have their locations updated on the game client everytime), among other things. What should I do? Make a thread to handle things that can't be stopped no matter what? Code an "else" in the infinity loop where I update the other things when I don't have player's input to handle? Or even: should I only update the things that at least one player can see? These are just suggestions... I'm really confused about it. If there's a book that covers these things, I'd like to know. It's not that important, but I'm using the Lidgren lib, C# and XNA to code both server and client. Thanks in advance.

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  • XSPF Web Music Player and restarting music in surfing

    - by Felicita
    I asked a question in this link; Streaming music background function music(){ $txt = '<object type="application/x-shockwave-flash" data="http://***.com/slim.swf?&autoplay=true&repeat=true&shuffle=true&song_url=http: //***.com/music.mp3&" width="200" height="20"> <param name="movie" value="http://***.com/slim.swf?&autoplay=true&repeat=true&shuffle=true& song_url=http://***.com/music.mp3&" /> <img src="noflash.gif" width="0" height="0" alt="" /> </object>'; echo $txt; } I have added this player with a simple php fonction. Palyer working perfect but when page changes, the music restarts. I want that I will be continued. What is wrong in code?

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  • Hidden Features of MXML

    - by Ole Jak
    What are some of the hidden features of MXML? MXML being used in Flex Framework became quite popular language (because Flash Player is something every PC has and Flash Builder, Flash Catalist are quite popular Adobe programms) So at least from the existing features, do you know any that are not well known but very useful. Of course, this question is along the lines of: Hidden Features of ActionScript Hidden Features of JavaScript Hidden Features of CSS Hidden Features of C# Hidden Features of VB.NET Hidden Features of Java Hidden Features of ASP.NET Hidden Features of Python Hidden Features of TextPad Hidden Features of Eclipse Hidden Features of HTML Please specify one feature per answer. Note that it's not always a great idea to use these hidden features; often times they are surprising and confusing to others reading your code.

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  • Flex - Is there a way to change the "Channel Disconnected" error message?

    - by Travesty3
    I have a Flash app with a PHP backend. Whenever there is a PHP error, I get the "Channel Disconnected before an acknowledgement was received" error message. I'm getting ready to push my project to beta and I would prefer if this message said something more like "There was a PHP error, please log a bug" or something instead of a message they don't understand. Anyone know of a way for me to change this error message? BTW I'm pretty much a noob when it comes to Flash programming so please be descriptive. Using Flash Builder 4 Beta 2.

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  • ExternalInterface.addCallback doesn't work on firefox??

    - by dome
    i'm trying to call a method inside a flash movie from js, every time the mouse leaves the "div". It works on Internet Explorer, but not in firefox. any ideas? here is the html script: <script type="text/javascript"> window.onload = function(e){ init(); } function init(){ document.getElementById('div').onmouseout = function(e) { method(); } } function method(){ flashid.anothermethod(); } </script> and the flash script: import flash.external.ExternalInterface; function outdiv(){ //do something; } ExternalInterface.addCallback('anothermethod', outdiv); Any ideas what's wrong?

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  • symbol lookup error in player-stage !

    - by Arkapravo
    Hi everyone ! I was getting a symbol lookup error in player stage, I rectified it after hours of hit and trial ! ( see my blogspot ). Even then in about 30 uses, the error resurfaces and I have to rectify it !. As of now, I am able to work fine ! the rectification just takes about 30 seconds. However, I am not sure why is this happening! Can someone please explain whatever is SYMBOL LOOKUP ERROR and why does it happens ? Many thanks ! Arkapravo

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  • Embedded media player gets inconsistent currentPosition on both IE8 and Firefox3

    - by logoin
    I have a embedded media player in the browser that is controlled by javascript to handle all the mediaChange event. The code looks like mediaChangeHandler: function(media) { if (media && this.offset && !this.offsetJumpPerformed) { if (parseFloat(media.duration) > this.offset) { pos = parseInt(pos); this.getPlayer().controls.currentPosition = pos; alert("jump to position: " + this.getPlayer().controls.currentPosition); this.play(); this.offsetJumpPerformed = true; alert("currentPosition:" + this.getPlayer().controls.currentPosition); } } } The first alert indicates the currentPosition is where I want it to be. However, the second alert would get currentPosition that's couple seconds less than what I have set up. Does anyone have idea why? I tried googled it but haven't found anything useful. Thanks!

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  • TCP Flow control in AS3?

    - by Jeremy Stanley
    I am currently working on a Flash socket client for a pre-existing service/standard. The service uses TCP flow control to throttle itself and the Flash socket is reading in everything as fast as it can despite not being able to process it as fast as it's being taken in. This causes the bytesAvailable on the socket to keep increasing and the server never knows that the client has fallen behind. In short, is there any way to limit the size of bytesAvailable for a Flash Socket object or throttle it in some other way? Note: Rewriting the server isn't a viable option at the current time as it's a standard and the client's utility drops immensely if server-side changes are needed

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  • Errors in building ceplayit (directshow player sample)

    - by ame
    I tried to build the ceplayit files (of directshow player samples). I added them to a smart device project based on the sdk for my device (named TEMP). I am using MFC in visual Studio 2005. However the following errors occurred: Error 1 error LNK2001: unresolved external symbol IID_IBasicAudio vidwindow.obj Error 2 error LNK2001: unresolved external symbol CLSID_OverlayMixer ceplayit.obj Error 3 error LNK2001: unresolved external symbol IID_IBaseFilter ceplayit.obj Error 4 error LNK2001: unresolved external symbol IID_IMediaEventEx ceplayit.obj Error 5 error LNK2001: unresolved external symbol IID_IBasicVideo ceplayit.obj Error 6 error LNK2001: unresolved external symbol IID_IVideoWindow ceplayit.obj Error 7 error LNK2001: unresolved external symbol IID_IMediaPosition ceplayit.obj Error 8 error LNK2001: unresolved external symbol IID_IMediaSeeking ceplayit.obj Error 9 error LNK2001: unresolved external symbol IID_IMediaControl ceplayit.obj Error 10 error LNK2001: unresolved external symbol CLSID_FilterGraph ceplayit.obj Error 11 error LNK2001: unresolved external symbol IID_IGraphBuilder ceplayit.obj Error 12 fatal error LNK1120: 11 unresolved externals TEMP I read that i need to link strmbase.lib to my project but I think I am unable to correctly do this and the errors persist. Please help!

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  • wpf c# media player questions

    - by Sankar
    I'm making a media player in wpf using c#. I had 3 questions. 1) I tried making a seeker XAML: <Slider Name="timelineSlider" Margin="40,91,26,0" ValueChanged="SeekToMediaPosition" Height="32" VerticalAlignment="Top" /> Code: private void Element_MediaOpened(object sender, EventArgs e) { timelineSlider.Maximum = ply.NaturalDuration.TimeSpan.TotalMilliseconds; } private void SeekToMediaPosition(object sender, RoutedPropertyChangedEventArgs<double> e) { int SliderValue = (int)timelineSlider.Value; TimeSpan ts = new TimeSpan(SliderValue, SliderValue, SliderValue, SliderValue, SliderValue); ply.Position = ts; } When I run the program, I open the mp3 and play it but the seeker won't move. When I click on the seeker to move it to a certain position, the song stops playing but the seeker moves. What's the problem and how do I fix it? How do I create a volume increase/decrease bar? How can I open several mp3s and queue them up like a playlist? Thank you

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  • Handling android player errors

    - by stack hoss
    I am anew android developer and i made ashoutcast radio player and work good but when i open app it work for afew time but suddenly stop and need to press stop and play again but i need Handling android player errors to automatic restart on errors package com.test.test; import java.io.IOException; import android.app.Notification; import android.app.NotificationManager; import android.app.PendingIntent; import android.app.Service; import android.content.Context; import android.content.Intent; import android.content.SharedPreferences; import android.media.AudioManager; import android.media.AudioManager.OnAudioFocusChangeListener; import android.media.MediaPlayer; import android.os.IBinder; import android.preference.PreferenceManager; import android.util.Log; public class StreamService extends Service { private static final String TAG = "StreamService"; MediaPlayer mp; boolean isPlaying; Intent MainActivity; SharedPreferences prefs; SharedPreferences.Editor editor; Notification n; NotificationManager notificationManager; // Change this int to some number specifically for this app int notifId = 85; private OnAudioFocusChangeListener focusChangeListener = new OnAudioFocusChangeListener() { public void onAudioFocusChange(int focusChange) { switch (focusChange) { case (AudioManager.AUDIOFOCUS_LOSS_TRANSIENT_CAN_DUCK) : // Lower the volume while ducking. mp.setVolume(0.2f, 0.2f); break; case (AudioManager.AUDIOFOCUS_LOSS_TRANSIENT) : mp.pause(); break; case (AudioManager.AUDIOFOCUS_LOSS) : mp.stop(); break; case (AudioManager.AUDIOFOCUS_GAIN) : // Return the volume to normal and resume if paused. mp.setVolume(1f, 1f); mp.start(); break; default: break; } } }; @Override public IBinder onBind(Intent arg0) { // TODO Auto-generated method stub return null; } @SuppressWarnings("deprecation") @Override public void onCreate() { super.onCreate(); Log.d(TAG, "onCreate"); // Init the SharedPreferences and Editor prefs = PreferenceManager.getDefaultSharedPreferences(getApplicationContext()); editor = prefs.edit(); // Set up the buffering notification notificationManager = (NotificationManager) getApplicationContext() .getSystemService(NOTIFICATION_SERVICE); Context context = getApplicationContext(); String notifTitle = context.getResources().getString(R.string.app_name); String notifMessage = context.getResources().getString(R.string.buffering); n = new Notification(); n.icon = R.drawable.ic_launcher; n.tickerText = "Buffering"; n.when = System.currentTimeMillis(); Intent nIntent = new Intent(context, MainActivity.class); nIntent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK | Intent.FLAG_ACTIVITY_SINGLE_TOP); PendingIntent pIntent = PendingIntent.getActivity(context, 0, nIntent, 0); n.setLatestEventInfo(context, notifTitle, notifMessage, pIntent); notificationManager.notify(notifId, n); // It's very important that you put the IP/URL of your ShoutCast stream here // Otherwise you'll get Webcom Radio String url = "http://47.182.19.93:9888/"; mp = new MediaPlayer(); mp.setAudioStreamType(AudioManager.STREAM_MUSIC); try { mp.reset(); mp.setDataSource(url); mp.prepare(); mp.start(); } catch (IllegalArgumentException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (SecurityException e) { // TODO Auto-generated catch block Log.e(TAG, "SecurityException"); } catch (IllegalStateException e) { // TODO Auto-generated catch block Log.e(TAG, "IllegalStateException"); } catch (IOException e) { // TODO Auto-generated catch block Log.e(TAG, "IOException"); } } @SuppressWarnings("deprecation") @Override public void onStart(Intent intent, int startId) { Log.d(TAG, "onStart"); mp.start(); // Set the isPlaying preference to true editor.putBoolean("isPlaying", true); editor.commit(); Context context = getApplicationContext(); String notifTitle = context.getResources().getString(R.string.app_name); String notifMessage = context.getResources().getString(R.string.now_playing); n.icon = R.drawable.ic_launcher; n.tickerText = notifMessage; n.flags = Notification.FLAG_NO_CLEAR; n.when = System.currentTimeMillis(); Intent nIntent = new Intent(context, MainActivity.class); PendingIntent pIntent = PendingIntent.getActivity(context, 0, nIntent, 0); n.setLatestEventInfo(context, notifTitle, notifMessage, pIntent); // Change 5315 to some nother number notificationManager.notify(notifId, n); AudioManager am = (AudioManager)getSystemService(Context.AUDIO_SERVICE); // Request audio focus for playback int result = am.requestAudioFocus(focusChangeListener, // Use the music stream. AudioManager.STREAM_MUSIC, // Request permanent focus. AudioManager.AUDIOFOCUS_GAIN); if (result == AudioManager.AUDIOFOCUS_REQUEST_GRANTED) { // other app had stopped playing song now , so u can do u stuff now . } } @Override public void onDestroy() { Log.d(TAG, "onDestroy"); mp.stop(); mp.release(); mp = null; editor.putBoolean("isPlaying", false); editor.commit(); notificationManager.cancel(notifId); AudioManager am = (AudioManager)getSystemService(Context.AUDIO_SERVICE); am.abandonAudioFocus(focusChangeListener); } }

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