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. What are we supposed to do? This problem is REALLY bad on the G1. I'm getting readings jumping from 13 to 6 when my phone is sitting perfectly still (should be 9.8) but has music playing. When sound is on and volume is decent, it literally looks like the player is shaking the phone around as hard as they can. Is there any way to specify sensor sensitivity? Can we decrease it somehow? I'm targeting 1.5 so any of that API is good with me. Thanks for any suggestions! --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---