You are correct, the problems have nothing to do with Linux, as any
Ardour user can testify.

On Oct 26, 8:06 am, Ulrich Althöfer <[email protected]> wrote:
> 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
-~----------~----~----~----~------~----~------~--~---

Reply via email to