The animations are asynchronous. You need to handle the animation complete event if you want to do something after an animation completed.
Thank you, Erel, but I don't think could be this the problem, different behavior in the two devices.
As I wrote, the goal is to move N Views, each with its own sound... asynchronously:
View1 (animation) starts with its sound; after few milliseconds...
View2 (animation) starts with its sound.
Each sound should play during its related animation (translation).
To be clear, I'm trying to draw and move coins on a table.
The second question (that I discovered during these tests) is the absence of sound if I initialize the SoundPool object in Acitivity_Start, depending on the state of FirstTime; the object is always properly initialized but the sounds are not played even if I don't get errors ("Please, start a new thread for this question"?
).