code: private float[] generateParticleTimeStamps(float totalTime)
      {
          float timeStamps[] = new float[mEmitRate * 2];
          for ( int i = 0; i < mEmitRate * 2; i +=2 )
          {
              timeStamps[i] = totalTime + mRandom.nextFloat();
              timeStamps[i + 1] = 0;
          }
          return timeStamps;
      }
docs: Generate random time stamps from the current time upto the next one second.
  Passed as texture coordinates to the vertex shader, an unused field is present
  with every pair passed.
  
  @param totalTime
  @return