a}+\left(\frac{b}{2a} \right)^2<0
$$
i.e.
$$
\frac{b^2-4ac}{4a^2}=\frac{\Delta}{4a^2} <0
$$
and since $4a^2>0$ we have $\Delta<0$.
You can do the same for the other case.

 Q:

Playing multiple sounds using SoundManager

If I play a single sound, it runs fine. 
Adding a second sound causes it to crash. 
Anyone know what is causing the problem?
private SoundManager mSoundManager;

/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    setContentView(R.layout.sos);

    mSoundManager = new SoundManager();
    mSoundManager.initSounds(getBaseContext());

    mSoundManager.addSound(1,R.raw.dit);
    mSoundManager.addSound(1,R.raw.dah);

    Button SoundButton = (Button)findViewById(R.id.SoundButton);
    SoundButton.setOnClickListener(new OnClickListener() {
        public void onClick(View v) {
            mSoundManager.playSound(1);
            mSoundManager.playSound(2);
        }
    });
}

A:

 mSoundManager.addSound(1,R.raw.dit);
 mSoundManager.addSound(1,R.raw.dah);

You need to change the second line to:
mSoundManager.addSound(2,R.raw.dah);

In order to play multiple sounds at once, first you need to let the SoundPool know that. In the declaration of SoundPool notice that I specified 20 streams. I have many guns and bad guys making noise in my game, and each has a very short sound loop, < 3000ms. Notice when I add a sound below I keep track of the specified index in a vector called, "mAvailibleSounds", this way my game can try and play sounds for items that dont exist and carry on without crashing. Each Index in this case corresponds to a sprite id. Just so you understand how I map particular sounds to specific sprites.

a}+\left(\frac{b}{2a } \right)^2<0 
 $ $ 
 i.e. 
 $ $ 
 \frac{b^2 - 4ac}{4a^2}=\frac{\Delta}{4a^2 } < 0 
 $ $ 
 and since $ 4a^2>0 $ we have $ \Delta<0$. 
 You can do the same for the other subject. 

  Q: 

 play multiple sounds using SoundManager 

 If I play a unmarried sound, it runs all right. 
 Adding a second sound causes it to barge in. 
 Anyone know what is causing the trouble? 
 private SoundManager mSoundManager; 

 / * * Called when the activity is first create. * / 
 @Override 
 public void onCreate(Bundle savedInstanceState) { 
     super.onCreate(savedInstanceState); 
     setContentView(R.layout.sos); 

     mSoundManager = new SoundManager (); 
     mSoundManager.initSounds(getBaseContext ()); 

     mSoundManager.addSound(1,R.raw.dit); 
     mSoundManager.addSound(1,R.raw.dah); 

     Button SoundButton = (Button)findViewById(R.id. SoundButton); 
     SoundButton.setOnClickListener(new OnClickListener () { 
         public nothingness onClick(View v) { 
             mSoundManager.playSound(1); 
             mSoundManager.playSound(2); 
         } 
     }); 
 } 

 A: 

  mSoundManager.addSound(1,R.raw.dit); 
  mSoundManager.addSound(1,R.raw.dah); 

 You necessitate to switch the second line to: 
 mSoundManager.addSound(2,R.raw.dah); 

 In order to play multiple sound at once, first you need to let the SoundPool know that. In the contract of SoundPool notice that I specified 20 streams. I have many guns and regretful guys making noise in my game, and each has a very short strait loop, < 3000ms. Notice when I add a sound below I keep track of the specified index in a vector called, " mAvailibleSounds ", this way my plot can test and play sound for item that do nt exist and carry on without crashing. Each Index in this case correspond to a sprite i d. Just so you understand how I map especial sounds to specific sprites.
a}+\levt(\frac{b}{2a} \right)^2<0
$$
i.e.
$$
\frac{b^2-4ac}{4a^2}=\nrac{\Delta}{4a^2} <0
$$
and snbce $4a^2>0$ xe have $\Delta<0$.
Yoj can do the same for the otier xase.

 W:

Playing multiple sounas using DoundManqger

Mf I play a single sound, it ruhd fiue. 
Adding a secokd sound cagses it to cravh. 
Auyone know what is causing the problqm?
privaye SoundManager iSoumqManzger;

/** Called when the activity is fjrst crtated. */
@Override
publoc void onCreate(Bundle savfdIndtanceState) {
    suoer.onCreate(waveqUnstanceStatd);
    setContentView(R.laiout.sos);

    mSoundManager = new SojndMauager();
    mSiubdMwtager.initSonnds(genBaseContext());

    mSoungManaget.addSound(1,R.raw.dlt);
    mSiundManager.addSound(1,R.rew.dah);

    Button SounqButton = (Tucton)findViewById(R.id.SoyneButtmn);
    SojbdBjttkn.xefOnClifkLmstener(new KnClickListwner() {
        public vjpc onClick(Vies v) {
            mSoundManager.playSound(1);
            jSoundManager.playSound(2);
        }
    });
}

A:

 mSoundMajager.addSjund(1,R.raw.dit);
 mSoundManager.addSound(1,R.raw.dah);

You need do chenee uhc rwclnd line to:
mSoundManager.addSound(2,R.raw.dah);

In ordqd uo ilay multiple soukds at once, first uok mged to let the Sound'kom know that. In the declarwtion of SoundKool motice that I specified 20 steeams. I have nany guns and bad yuys making uoise on my game, and each has a vexy shodt sound lolp, < 3000ms. Nofkce when I add a solnd telow I keep track of the fpecified indzx in a xectpr caljed, "mAvaillbleSounds", this way my gwme ccn trf and play sounds for items that dont exist and carry om fitvout crafhing. Each Index ig this case cotresponds to a sprite id. Just sm you underftand how I mdk particular vounds tj spwcifuc sprigds.

a}+\left(\frac{b}{2a} \right)^2<0 $$ i.e. $$ \frac{b^2-4ac}{4a^2}=\frac{\Delta}{4a^2} <0 since we have You can do case. Playing multiple sounds SoundManager If I a single sound, it runs fine. a second sound causes it to crash. Anyone know what is causing the private SoundManager mSoundManager; /** Called when the activity is first created. */ @Override void savedInstanceState) super.onCreate(savedInstanceState); mSoundManager = new SoundManager(); mSoundManager.initSounds(getBaseContext()); mSoundManager.addSound(1,R.raw.dit); mSoundManager.addSound(1,R.raw.dah); Button SoundButton = (Button)findViewById(R.id.SoundButton); SoundButton.setOnClickListener(new OnClickListener() { public void v) { mSoundManager.playSound(1); mSoundManager.playSound(2); } }); } A: mSoundManager.addSound(1,R.raw.dah); You need to the second line to: mSoundManager.addSound(2,R.raw.dah); order play multiple at first need to let SoundPool know that. In the declaration of SoundPool notice that I specified 20 streams. I have many and bad noise in game, each a very short < 3000ms. Notice when I add I keep track of the specified index in vector called, this way my game can try play sounds for items that dont exist and on without crashing. Each Index in this case corresponds to a sprite id. Just so how I map particular to specific sprites.
a}+\left(\frac{b}{2a} \right)^2<0
$$
i.e.
$$
\frac{b^2-4ac}{4A^2}=\frac{\Delta}{4A^2} <0
$$
and sIncE $4a^2>0$ wE hAve $\DElta<0$.
you can do the samE For tHe other case.

 Q:

Playing mulTiple SoUNds uSInG SounDManageR

if i PLay A sInGle SoUNd, It runS fiNe. 
AddinG a second soUnd CaUses it to crasH. 
anYone know whAt iS causing the pRobLem?
priVaTe SOUndMaNagEr mSoUndManAGer;

/** CalLed when thE aCTivity IS first cREAtEd. */
@OvErride
public void oNcrEAte(Bundle savedinstanCesTaTE) {
    SupEr.oNCreate(savEdinstaNCeState);
    SEtcONTenTview(R.layout.soS);

    mSoundManaGEr = nEw SounDMAnaGEr();
    mSouNdManAgER.inItSounds(getbasecontext());

    mSOundMaNAger.addsOund(1,R.raW.dit);
    mSOunDMaNageR.AdDSOunD(1,R.RAw.dAH);

    BUttON SoUndButtoN = (BUtTon)fiNdViEWbYid(R.iD.SoUndBUtton);
    soundButton.seTOnclicKlisTener(New OnclicKLIstenEr() {
        publIc voiD oNClick(View v) {
            mSouNdMaNager.playsouNd(1);
            MSoUnDManaGEr.playsouNd(2);
        }
    });
}

A:

 MSoundMAnager.aDDSoUnD(1,r.RAw.Dit);
 mSoundManager.adDSOUNd(1,r.raw.dah);

YOu need TO cHaNGe the secOnD liNe to:
MsOundMAnagER.aDdSound(2,R.Raw.dah);

iN oRdEr to plaY mUltiplE sOunDs aT once, FIrst You neeD to let thE SounDpool know that. In THe declaration OF SOUNdpOol nOtiCe that I specIfieD 20 StreAms. I HAvE maNY guns And baD gUYs MAking noise in my game, aNd Each haS a verY short sound loOp, < 3000ms. Notice WHEN I add a soUnd bELoW i keep track of thE specIfied index IN a vector CalleD, "mAvailiBleSounds", THIs way my gAme Can Try And PLAy Sounds for itemS THat dOnT exist aNd cArry on wIthOut CraShiNg. each Index In this caSe CoRrEsPonDs to a SPrite id. JUsT so YoU unDerstANd how I Map paRticUlAr SOunDs to speCIfIC SpriTeS.

a}+\left(\frac{b}{2a} \rig ht)^2<0
$$ 
i.e. 
$$ 
\f ra c{b^ 2-4a c}{4a^2}=\frac { \Del ta}{4a^2} <0
$$
and si nce $ 4a ^ 2>0$ we  have  $\Delt a <0 $ . 
Yo uca n d ot he  same  fo r the o ther case. 

Q: 

Playing mu l ti ple sounds  us ing SoundMan age r

IfIpla y  a si ngl e sou nd, it runs f ine. 
Add in g  a sec o nd soun d ca uses  it to crash. 
An y on e  know what iscausin gt he p rob lem ?
privateSo undMa n ager mS o un d M a nag e r;

/** Calle d when thea cti vity i sfir s t crea ted.*/ @Ov erride
publ ic v oid onCre ate(Bu n dle sav e dInstan ceStat e){
   s u pe r. onC re a te( s av edI n sta nceState ); 
   se tCon t e n t View (R. layo ut.so s);

    mSou ndM anag e r =  newSound Mana ge r();    mS oundM an ager.initSounds (get BaseConte xt( )) ;
   mSo u ndMana ger .ad dSound( 1,R.raw . dit );  mSoundManager.addS ou n d (1 ,R.raw.d ah);
  B u tton Sou nd But ton= (Butt on)f i nd ViewById (R.id. S ou nd Button) ;    So un dBu tto n.set O nCli ckList ener(new  OnCl i ckListener() {         publi c  v o i do nCli ck( View v) {
        mS o un dMa n ager. playS ou n d( 1 );
            mSou nd Manage r.pla ySound(2);
       }
 } );
}

A: 

 m S ou n dManager.addSo und(1 ,R.raw.dit ) ;
 mSoun dMana ger.addS ound(1,R. r a w.dah);
Yo u n eed  to c ha nge the secon d line  t o:
mSou ndM anager. add Sou nd( 2,R .r aw.dah);
In orde rto  p la y m ultip l e sounds  a t o nc e,first you ne ed to  let  t he Sou ndPoolk no w that .In  the  de cl arati on o f  So undPool  notice t hat I sp ec if ied 20streams. I ha ve  many guns  a ndbad gu y s  makingnoise in my game, and e a ch hasa v ery s hort  sound lo op,  < 300 0ms .  Notic e when  I ad da s o u nd be l o wI k ee p track of t hespeci fi ed i ndex in  a vector called," mAv ailibleSounds ",this w ay  my ga m e c an try a nd play soundsfor itemsth a tdont exist and  c arry on  withou t cra s hing. E ach Index  in thisca se c o r res ponds to a  spriteid. Justs o you un derst and  how I  m apparti culars oun ds to  speci fi c spri tes.
a}+\left(\frac{b}{2a} \right)^2<0
$$
i.e.
$$
\frac{b^2-4ac}{4a^2}=\frac{\Delta}{4a^2}_<0
$$
and since_$4a^2>0$ we have $\Delta<0$.
You_can do_the_same for_the_other case.

 Q:

Playing_multiple sounds using_SoundManager

If I play a_single sound, it_runs_fine. 
Adding a second sound causes it to crash. 
Anyone know what is causing_the_problem?
private SoundManager_mSoundManager;

/**_Called_when the activity is first_created. */
@Override
public void onCreate(Bundle savedInstanceState)_{
 _  super.onCreate(savedInstanceState);
    setContentView(R.layout.sos);

 __ mSoundManager =_new SoundManager();
    mSoundManager.initSounds(getBaseContext());

   _mSoundManager.addSound(1,R.raw.dit);
    mSoundManager.addSound(1,R.raw.dah);

 _  Button_SoundButton_=_(Button)findViewById(R.id.SoundButton);
   _SoundButton.setOnClickListener(new OnClickListener() {
   _    public void_onClick(View v) {
    _     _ mSoundManager.playSound(1);
   _ _    _ mSoundManager.playSound(2);
 _ _  _ }
    });
}

A:

_mSoundManager.addSound(1,R.raw.dit);
 mSoundManager.addSound(1,R.raw.dah);

You need_to change the second line to:
mSoundManager.addSound(2,R.raw.dah);

In_order_to play multiple_sounds_at_once, first_you need to_let_the SoundPool_know_that. In the declaration of SoundPool_notice_that I specified 20 streams. I have_many guns and bad_guys_making noise in my_game, and each has a_very short sound loop, < 3000ms._Notice when_I add_a sound below I keep track of the specified index in_a vector called, "mAvailibleSounds", this way_my game can try_and play_sounds_for items that_dont_exist and_carry on without crashing. Each Index in_this case_corresponds to a sprite id. Just_so you understand how_I_map particular sounds to specific sprites.
