I did it with DirectX 3D and my application took over the cpu while it was
running, so I was able to easily meet the requirements, but on the Android
an application can't hog the device as I had.  My video refresh rate was
just 30 fps, but looping through the audio part had to be much faster.

On Sat, Aug 11, 2012 at 8:28 PM, bob <[email protected]> wrote:

>
>
> On Saturday, August 11, 2012 4:50:21 PM UTC-5, James Black wrote:
>>
>> Without more detail of what you want to do an answer is difficult.
>>
>> Do you need a fast refresh rate for example?  One music program I wrote
>> had to turn notes on and off at the correct millisecond, under windows;
>> that accuracy won't work on mobile devices.
>>
> Millisecond accuracy won't work on Windows either due to the refresh rate
> of the display.
>
>
>> If you just want to show notes either will work.
>>
>> Do you need a 3d canvas to show notes?  Then opengl is better.
>> On Aug 11, 2012 2:51 PM, "Simon Giddings" <[email protected]> wrote:
>>
>>> I am going to start the development of a Music document app.
>>> In the past, when I developed under widows, I used world coordinates and
>>> screen coordinates to provide scaling/zooming.
>>>
>>> I am unclear as to weather I should go to OpenGL under Android, or if I
>>> could still use Canvas.
>>>
>>> Can anyone advise me here?
>>>
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