it might be interesting to slowly sweep a sine wave across the audio
range while plotting variation in the accelerometer reading...

On Aug 28, 9:40 pm, Robert Green <rbgrn....@gmail.com> wrote:
> And that's almost exactly what I see.  I notice extra bad numbers
> coming through on certain frequencies of sound.  I know I've
> complained about one or two things in the past but this really is a
> pretty bad flaw.  Let's hope future devices don't have the same
> problems.
>
> On Aug 28, 7:56 pm, Chris Stratton <cs07...@gmail.com> wrote:
>
>
>
> > On Aug 28, 7:39 pm, Robert Green <rbgrn....@gmail.com> wrote:
>
> > > It's no secret that both the HTC Dream and HTC Magic have problems
> > > with sound from the built-in speaker interfering with the
> > > accelerometer.  I'm currently having the problem with my new game and
> > > am not sure how I'm supposed to work around it.  Quite frankly, the
> > > sound is a big part of the game and most people prefer to play with it
> > > on.  I found a great way to use tilt-view control and it works really
> > > well until I turn sound on, then it all goes to crap.
>
> > > Sure, I could crank the sample rate up to highest and take a running
> > > average of the past 5 or so samples and pull out the outliers but it's
> > > still not very accurate.
>
> > Ugh, if your observation is accurate this sounds like a system design
> > bug.   Average actually won't fully work, because the sensor needs to
> > be low pass filtered before the analog to digital conversion, in order
> > to keep any frequency components above its nyquist limit out of the
> > digitizer.   Otherwise you will get really odd effects if you have an
> > audio frequency that's near a multiple of the sample rate... they can
> > alias back to near zero frequency and look like very slow variations
> > in reading, which would go right through your averaging.
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