Excuse me, the correct link of my above message is:
http://groups.google.com/group/android-developers/browse_thread/thread/4e7a0eabd2727864/8d8cbb7421af147b?lnk=gst&q=SoundPool%3A+playing%2Fstopping-delaytime+sometimes+greater+300+ms

Greetings
Ulrich

On 4 Nov., 14:44, Ulrich Althöfer <[email protected]> wrote:
> 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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