Yes, I can confirm the error message:
"AudioFlinger write blocked for 53 msecs"
Have a look at the entry:
"SoundPool: playing/stopping-delaytime sometimes greater 300 ms"
http://groups.google.com/group/android-developers/browse_thread/threa...

I have got no answers at all to those problems here.

Greetings
Ulrich

On 4 Nov., 14:32, Mike <[email protected]> wrote:
> Hello,
>
> I am using MediaPlayer to play background music and SoundPool to play
> sound effects. All Audio data is stored in .ogg file format.
> Sometimes it happens that the MediaPlayer playback is interrupted for
> a fraction of a second if SoundPool.play() is called. Whenever this
> happens, the following two warnings are printed to logcat:
>
> 11-04 01:49:05.113: WARN/AudioTrack(51): obtainBuffer timed out (is
> the CPU pegged?) 0x2b6e8 user=000cc520, server=000cb710
> 11-04 01:49:05.113: WARN/AudioTrack(51): *** SERIOUS WARNING ***
> obtainBuffer() timed out but didn't need to be locked. We recovered,
> but this shouldn't happen (user=000cc520, server=000cb710)
>
> Do you have any ideas what could cause the warning messages and/or how
> to avoid them? I.e. how to prevent SoundPool.play() from interrupting
> MediaPlayer playback?
>
> An other warning that's sometimes appearing is:
> 11-04 01:55:49.793: WARN/AudioFlinger(51): write blocked for 89 msecs
> There seems to be no connection to the above messages, but do you have
> any ideas what causes this message and/or how to avoid it?
>
> Here's some more detailed background information, maybe they are
> useful:
> My OpenGL powered game is split into three threads: One for rendering,
> one to take care about the game logic and the main thread to process
> user input.
> All Audio data is accessed through a central AudioManager class, which
> is only used in the game logic thread. (So this does not seem like a
> threading issue. Needless to say that synchronizing all methods has
> not solved the problem).
> The game runs smoothly at ~60 frames per second. According to DDMS the
> game causes ~33% system load (~10% in kernel space and ~23% in user
> space) on a G1. Even the idle task gets ~24% CPU time assigned while
> the game is running and input happens through the touch screen! (So it
> does not look like a performance problem)
> The MediaPlayer playback interruption always happens if SoundPool.play
> () is called in response of a touch screen input. Although touch
> screen input and SoundPool.play() happen in different threads. I've
> tried suspending the UI thread for various different delays between 8
> and 32 msec after a MotionEvent has been processed, but again, without
> success...
>
> I've spent days optimizing the game and finding the cause of the
> interrupted MediaPlayer playback, but without success. Now I've run
> out of ideas. So any advice that could help solving the problem is
> highly appreciated!
>
> Thanks in advance,
> Mike.

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