I’m able to load in all other types of assets except mp3 (song) and wav (soundeffect) in my Android project. When attempting to load these I get:
Message=Opening stream error.
Source=MonoGame.Framework
StackTrace:
at Microsoft.Xna.Framework.MonoGameAndroidGameView.UpdateAndRenderFrame()
at Microsoft.Xna.Framework.MonoGameAndroidGameView.processStateRunning(CancellationToken token)
at Microsoft.Xna.Framework.MonoGameAndroidGameView.RunIteration(CancellationToken token)
at Microsoft.Xna.Framework.MonoGameAndroidGameView.<>c__DisplayClass62_0.<WorkerThreadFrameDispatcher>b__0(Object s)
at Android.App.SyncContext.<>c__DisplayClass3_0.<Send>b__0() in /Users/runner/work/1/s/xamarin-android/src/Mono.Android/Android.App/SyncContext.cs:line 52
at Java.Lang.Thread.RunnableImplementor.Run() in /Users/runner/work/1/s/xamarin-android/src/Mono.Android/Java.Lang/Thread.cs:line 36
at Java.Lang.IRunnableInvoker.n_Run(IntPtr jnienv, IntPtr native__this) in /Users/runner/work/1/s/xamarin-android/src/Mono.Android/obj/Release/net6.0/android-31/mcw/Java.Lang.IRunnable.cs:line 84
at Android.Runtime.JNINativeWrapper.Wrap_JniMarshal_PP_V(_JniMarshal_PP_V callback, IntPtr jnienv, IntPtr klazz) in /Users/runner/work/1/s/xamarin-android/src/Mono.Android/Android.Runtime/JNINativeWrapper.g.cs:line 22
My asset path is correct:
public void LoadContent(ContentManager content,string songRootPath)
{
Song = content.Load<Song>($"{songRootPath}/{LocalPath}");
}
Although I’ll probably create a separate issue for this, I’m also getting the same error when attempting to load in a 1600x1600 png spritesheet. So perhaps its a size issue of some sort? The spritesheet is only 167kb however.