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Home/ Questions/Q 8515367
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Editorial Team
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Editorial Team
Asked: June 11, 20262026-06-11T05:07:40+00:00 2026-06-11T05:07:40+00:00

I’m experimenting with AudioTrack class. Basically, my app has to generate a sound when

  • 0

I’m experimenting with AudioTrack class. Basically, my app has to generate a sound when the user touches a specific object on screen. I’ve used this example as a guide.
My app seems to work as it should but usually after touching the screen for about a minute it crashes:

07-02 20:40:53.459: E/AndroidRuntime(11973): FATAL EXCEPTION: Thread-10
07-02 20:40:53.459: E/AndroidRuntime(11973): java.lang.IllegalStateException: play() called on uninitialized AudioTrack.
07-02 20:40:53.459: E/AndroidRuntime(11973):    at android.media.AudioTrack.play(AudioTrack.java:824)
07-02 20:40:53.459: E/AndroidRuntime(11973):    at com.mysounds_experimental.SoundThread.playSound(SoundThread.java:108)
07-02 20:40:53.459: E/AndroidRuntime(11973):    at com.mysounds_experimental.SoundThread.run(SoundThread.java:69)

Methods from class that generates sounds

public void initAudioTrack() {
        int bufferSize = AudioTrack.getMinBufferSize(sampleRate
                , AudioFormat.CHANNEL_CONFIGURATION_MONO, AudioFormat.ENCODING_PCM_16BIT);

        audioTrack = new AudioTrack(
                AudioManager.STREAM_MUSIC
                , sampleRate
                , AudioFormat.CHANNEL_CONFIGURATION_MONO
                , AudioFormat.ENCODING_PCM_16BIT
                , bufferSize
                , AudioTrack.MODE_STREAM);
    }

   private void playSound(){
            audioTrack.write(generatedSnd, 0, numSamples);
            audioTrack.play();
        }

public void stopPlaying() {
    audioTrack.flush();
    audioTrack.stop(); 
    audioTrack.release();
}

@Override
    public void run() {
        while (mRun) {
            try{
                Thread.sleep(200);
                while(soundCycle){
                    if(freqOfTone != -1f) {
                        generateTone();
                        playSound();
                        Thread.sleep(200);
                    }
                }
            } catch(InterruptedException e){
                //              soundCycle = false;
                //              soundPool.stop(BEEP);
            }
        }
    }

This is a method from a custom view my thread is used

@Override
    public boolean onTouchEvent(final MotionEvent ev) {
        int currentXPosition = (int) ev.getX();
        int currentYPosition = (int) ev.getY();

        if(ev.getX() < smBitmap.getWidth())
            if(ev.getY() < smBitmap.getHeight()){
                tempCol = smBitmap.getPixel(currentXPosition, currentYPosition);
            }

        final int action = ev.getAction();

        switch (action & MotionEvent.ACTION_MASK) {

        case MotionEvent.ACTION_DOWN: {

            sThread.freqOfTone = getFreqPreset(tempCol);
            if(col != tempCol){
//              sThread.initAudioTrack();
                sThread.interrupt();
                if(shouldInit) {
                   shouldInit = false;
                   sThread.initAudioTrack();
                }
                sThread.soundCycle = true;
                col = tempCol; 
                invalidate();
            }
            break;
        }

        case MotionEvent.ACTION_MOVE: {
            sThread.freqOfTone = getFreqPreset(tempCol);

            if (tempCol == -1 || tempCol == 0) {
                sThread.soundCycle = false;
                shouldInit = true;
//              sThread.stopPlaying();
                sThread.interrupt();
                invalidate();
            } else {
                if(col != tempCol){
                    sThread.interrupt();
                    col = tempCol;
                    invalidate();
                }else {
                    sThread.soundCycle = true;
                    col = tempCol;
                    invalidate();
                }
            }
            break;
        }// case ACTION_MOVE

        case MotionEvent.ACTION_UP: {
            sThread.soundCycle = false;
            shouldInit = true;
//          sThread.stopPlaying();
            sThread.interrupt();
            col = -1;
            mActivePointerId = INVALID_POINTER_ID;
            break;
        }// case ACTION_UP

        }   

        return true;
    }

Any ideas why is this happening?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-11T05:07:42+00:00Added an answer on June 11, 2026 at 5:07 am

    I would think that you need to call play() before you call write().

    But I’ve also noticed that when you create lots of AudioTrack instances even if you think you’re cleaning everything up write, sometimes a play() fails to work, and the track is uninitialized.

    You will want to try…catch this IllegalStateException, and avoiding calling write() until play() works without throwing an exception.

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