Hi Niko, thank you for responsing. But I don't think, that the reason for the latency-problems is the linux-OS. There are audio-applications without such latency-problems, e.g. have a look at: LMMS - Linux Multimedia Studio, URL: http://lmms.sourceforge.net/
But I am wondering, that there is no feedback here in the list to my above message, though the audio-performances are a basic necessity! Greetings Ulrich On 26 Okt., 12:38, niko20 <[email protected]> wrote: > Hi Ulrich, > > Interesting that our timing tests work out to similar values! > > Anyway audio has really always seemed to be a problem with Linux, > which android is based on... > > just hope someday we will actually get some fast audio low level > access. I'd like to write some real music apps. But it's not possible > right now (like a real keyboard synth) - I mean, it's possible, but > the response time won't be so great and users will definitely > complain. Of course without multitouch it's probably moot anyway, they > would just complain about that :P > > I don't see how android can really be a "competitor" to iphone like > everyone seems to think (I don't think that anymore at least, but it's > a good alternative) since audio wise it's got pretty bad performance. > > -niko > > On Oct 26, 5:56 am, Ulrich Althöfer <[email protected]> wrote: > > > On 26 Okt., 09:17, niko20 <[email protected]> wrote: > > > > Ok I first have to say that I'm biased, 'cus I like to write music > > > apps (like music generation apps). However, this affects games as > > > well. > > > > It's somewhat disappointing how OpenGL has made it into the NDK now > > > but there isn't any NDK methods to get to sound to have faster access. > > > Over the weekend I did some more testing and if you make a "drum" app, > > > for example, and play the sound using either SoundPool or AudioTrack, > > > you will get about a 100ms delay buffer, which is clearly audible > > > (gap). > > > > I made a test app where when you touch the screen, upon the DOWN > > > event, it would play a short sound (like a drum sound). It clearly was > > > not real time responsive or even close - you could hear the delay. > > > > I'd be interested to know if anyone who has made a game has any > > > trouble with sounds? It seems like they aren't going to really trigger > > > real time enough if you use SoundPool, for example. Am I completely > > > wrong? Seems like your game is going to perform an action, play a > > > sound, but the sound will have latency which I would think would throw > > > off the game a bit. > > > > I tested to see if it perhaps was just the touch event itself that was > > > slow - I added code to change the background color of the app when you > > > touch down, and then change it back when you let up. The color changed > > > almost instantaneously. So it's not the event handling, but rather, > > > the sound objects that have the delay issues. > > > > I found that if I used AudioTrack (I tried it in streaming mode so I > > > had more control over buffer size), it wouldn't allow me to create the > > > object unless the buffer was at least 2048 samples in size (for the > > > format I was using whic was I think 22050 mono 16 bit - this would > > > work out to almost 100ms buffer before the track begins to play), and > > > strangely I found that the amount of buffer must have been the same > > > for SoundPool since when loaded with the same sound, the delay was > > > similar. I also tried AudioTrack in static mode and it still had the > > > same delay as SoundPool, or using AudioTrack in stream mode too! > > > > To get really good audio response we need to get down to the 30ms > > > delay range or so (obviously the faster the better), the iphone does > > > this with it's AudioUnit objects (of course they are in native code, > > > which you write in C). > > > > I just hope that by the time we get to Flan, we may have NDK audio > > > access, and hopefully we can get more direct audio streams for some > > > real processing power. > > > > Hasn't this affected games much? I would think it would still be a > > > problem in games even now, with latency so high. Even though the docs > > > say SoundPool and static AudioTrack will have lowest latency possible, > > > it still seems high to me. > > > > -niko > > > Yes, I confirm your experiences. > > Have a look at the entry: > > "SoundPool: playing/stopping-delaytime sometimes greater 300 > > ms"http://groups.google.com/group/android-developers/browse_thread/threa... > > Greetings > > Ulrich > > --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---

