Hi, I am working on android multimedia on an ARMv5TE compatible chip with hardware SIMD acceleration (CPU 600Mhz, 32K I$/D$, no L2$, 130Mhz external DDR, 128MB DRAM). With some performance calibration codes, I find that "audio flinger" thread costs around 50Mhz - 60Mhz when music player is playing any 44Khz - 48Khz sample rate stereo audio (single track). This is much higher beyond my expectation (20Mhz - 30Mhz).
In my understanding, major cost of audio flinger should be resampling, mixing, alsa rendering and some data copy. 1. And I have confirmed that my testing case does not require resampling, that is, a simple mixing and rendering will lead to the end. 2. I have confirmed that on this platform alsa rendering does not need so many cycles as I observed. Anybody can help me understand why this audio flinger thread costs so many Mhz? Or did I misunderstand anything? I guess I did not catch the bottleneck of this audio flinger:) BTW, my code base is based on the one by the end of last year, so I am not sure if there is any performance related update in the current release. -- Thanks, Andy --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "android-framework" group. To post to this group, send email to android-framework@googlegroups.com To unsubscribe from this group, send email to android-framework+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-framework?hl=en -~----------~----~----~----~------~----~------~--~---