Bytes,

To answer your question, I'm using Java.

Two questions for you:

1. Are you testing this on both an emulator and on a real device?  You
might have problems on one but not the other.  In my case,
simultaneous record+playback is very choppy on the emulator (I have an
Intel Core 2 Duo 1.87GHz), but smoother on my real G1 device.  So,
just be aware that if the emulator/cpu is too slow for your design, it
can cause problems.

2. Are you invoking mAudioRecord.startRecording() as late as
possible?  I used to have problem with simultaneous record+playback
because I would first create and set up AudioRecord and invoke
mAudioRecord.startRecording(), then I would create and set up
AudioTrack and invoke mAudioTrack.play() afterwards.  However,
initializing the AudioTrack for playback takes a small amount of time
that can cause problems.  Even if you are not doing that, perhaps you
are doing other tasks that you could relocate before your
mAudioRecord.startRecording() call.  So, what I'm trying to say is:
try to invoke mAudioRecord.startRecording() as late as you possibly
can, and try to start consuming the audio data as soon as you possibly
can immediately after the startRecording() call.  This should also
reduce your buffer overflow problems.

Hope this helps,
-- PJ


On Nov 11, 11:22 pm, Bytes <[email protected]> wrote:
> PJ & Niko,
>
> Thanks for your response.
>
> Yes , whatever you are telling is correct. Using a large buffer will
> solve the buffer overflow problem.
>
> http://groups.google.com/group/android-developers/browse_thread/threa...
>
> According to above thread (ofcourse, he is using callbacks) and my
> personal exp showed me in isolation both recording and playing is fine
> but as soon as they combined problems occuring.
>
> Niko, can you share your feedback after implementing a loopback.
>
> Once again, Are you guys using C++ or Java ?
>
> -Bytes

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