One of these days I have to dive in to NDK. I haven't done C code in 12
years.. I am afraid I've probably forgotten all my old C code. Having last
worked with Watcom C/C++ and Borland C++... is the NDK C that much
different? I am wondering if there is a book or something I should get/read
to get a good idea of how to use NDK with android.


On Wed, Mar 17, 2010 at 12:08 PM, niko20 <[email protected]> wrote:

> Yes, agreed on the low latency audio. However I do think this may be
> more of an issue with the hardware possibly.  For example, if may
> depend on the hardware what kind of audio abilities you get, whereas
> in the iPhone they are all a standard set by Apple. But right now the
> smallest latency is around 100ms or so buffers, which is way too much
> (slow)
>
> Fortunately I'm making apps that really dont care about latency, they
> are sample driven (my main app is Electrum Drum Machine), they only
> have latency problems when trying to play live with the touchscreen
> (and I think some of that latency is from the screen hardware itself).
> So for me processor power is most important right now. Having access
> to NDK audio would be nice, but not really necessary, since I've found
> that calling JNI and passing a buffer back from Native Code doesn't
> have as much overhead as most people think, I've had speed increases
> of up to 100 or more by doing so, native code is just that much faster
> than the Dalvik java!
>
>
> -niko
>
> On Mar 17, 11:32 am, Kevin Duffey <[email protected]> wrote:
> > I too wanted to work on some audio apps.. I had bought BeatMaker on
> iPhone,
> > and wanted to do something similar for Android. It's a blind guess, but
> > unless the google team has a massive update in 3.0 coming by end of year,
> I
> > would guess that we wont get the audio/low latency capabilities of iPhone
> > for at least 2 years. I can not imagine why, but games and audio, even
> tho
> > they are huge on the iPhone, seem to be lacking interest from the Android
> > team as being important. From the various forum posts I've seen over the
> > last several months, it seems like the JVM doesn't have a JIT, so its
> > actually slower than J2ME JVMs although the hardware is faster so it is
> > probably comparable. Most basic apps run fine, but games struggle to keep
> > solid framerates up do to the GC issues among other things. With a new
> > thread that started a few days ago describing other apps stealing cpu/gc
> > cycles and causing games to hiccup, there seems to be almost no way to
> > provide a solid smooth game that provides any sort of detail all the
> time.
> > I've not personally played any iphone level game on android other than
> basic
> > puzzle games, so I am formulating my opinion from various other
> developers
> > that have posted these issues.
> >
> > I would agree that Android is STILL more appealing to write for than
> iPhone.
> > I just can't stand the ridiculousness of apple and their changes,
> forceful
> > removals, etc. It's crap. I don't care if there are 60 million iPhones
> and
> > only a few million android devices... why suffer thru having to work with
> > objective-c and having to own a mac to write for it, and all their
> rules..
> > worrying about whether or not your months of hard work will even get
> > approved.
> >
> > but ya, Android has a long way to go to catch up. If they are even trying
> > to. I don't know if anyone on the android team could comment, but it
> would
> > be really nice to get some sort of inclination of what is going on with
> the
> > various threads discussed here about the major shortcomings of android. I
> > would think that android/google would be listening to the developers that
> > plan to write for it, and thus want to focus resources on things like low
> > latency audio, keeping background processes from interfering with
> foreground
> > real-time games, better 3D support and so on.
> >
> >
> >
> > On Wed, Mar 17, 2010 at 10:12 AM, Sundog <[email protected]> wrote:
> > > Right on point here, all three of you, and representative of the
> > > problems of both platforms. I won't even consider continuing my IPhone
> > > development, but I've had to completely drop several projects I wanted
> > > to do in Android because it simply isn't up to it. Since they're being
> > > nice enough to send me a phone I'll probably try once more, but I'll
> > > choose what I write around what Android can do well (audio-visually),
> > > which isn't much. Margarita Drop was a silly little game but I had to
> > > work like crazy to get it to work as smoothly as it does... no more 3d
> > > from us until things improve.
> >
> > > On Mar 17, 10:26 am, MobDev <[email protected]> wrote:
> > > > hehe,
> > > > another music app developer here, with no decent streaming app
> > > > possibilities :(
> > > > It's nice to have a MediaPlayer which streams MP3, but thats way way
> > > > too limited..
> > > > I want it to be compatible with AAC to begin with (because of the
> > > > bandwidth), and I definitely would want more control (and maybe
> > > > somewhat lessi nterfaces??)...
> > > > I mean you are saying it was an advanced platform in 2008, but what
> > > > you want to say that it hasn't evolved since 2004, since J2ME MIDP...
> > > > A class like MediaPlayer is actually based on that one (which is old
> > > > and has never been updated nor up par) with the same functionality !
> > > > Even worse actually, the SE devices had a better MediaPlayer
> > > > implementation 4 years ago...
> > > > My personal experience, after working in J2ME and objective C, has
> > > > been of utter dissapointment...
> >
> > > > On 17 mrt, 15:23, Gabriel Simões <[email protected]> wrote:
> >
> > > > > I do agree with you that the Apple app publishing restriction is
> > > > > pushing developpers too far, far enough to see some great
> developers
> > > > > give the plataform up not for technical reasons, but for their
> > > > > principles.
> >
> > > > > On the other side, as a music app developer I don´t know how you
> are
> > > > > happy with Android.
> > > > > First, a lot of developers (including me) can´t even figure out how
> to
> > > > > acquire audio streams from AudioRecord and play them using
> AudioTrack
> > > > > without problems such audio chopping, sample rate differences,
> > > > > distortion, ... (see how many posts without solutions we have here
> on
> > > > > this group). We can´t syncronize audio input and ouput, or audio
> > > > > output and video, so it gets hard to develop apps that need to
> handle
> > > > > those events precisely, such as samplers, music games, music makers
> > > > > based on gestures, etc.
> > > > > We don´t have a low latency audio interface to access (ALSA would
> be
> > > > > great and it´s already working on Android ... but we can´t access
> it),
> > > > > so give up virtual instruments and low latency audio apps (small
> > > > > buffers aren´t available too). We don´t have native audio
> interfaces
> > > > > officially supported by Google and AudioRecord (at least running on
> > > > > the emulator) warns buffer overflows if you just receive audio from
> it
> > > > > and play using AudioTrack on the same thread, it doesn´t matter
> which
> > > > > buffer sizes you use.
> >
> > > > > The behavior of the apps running on different devices is
> unpredictable
> > > > > while on iPhone, since the archtecture and hardware is a lot more
> > > > > closely related on different devices and thought to be compatible,
> it
> > > > > ´s a lot easier to predict, test and publish apps that you know
> that
> > > > > will run as great as you intended them to be. On Android this is
> not
> > > > > something up to the developers to do, but to Google and the device
> > > > > developers that should garantee compatibility with the OS and what
> > > > > runs on top of it.
> >
> > > > > I´m working on Android mostly because of Apple´s restrictions on
> it´s
> > > > > plataform, on publication, on development, on resources usage...
> But
> > > > > yes, I think Android still needs to play ball, and play a lot to
> catch
> > > > > iPhone + IphoneOS. And I hope it doest it!
> >
> > > > > On 17 mar, 10:04, niko20 <[email protected]> wrote:
> >
> > > > > > First off I like to write music apps, so I keep an eye on the
> music
> > > > > > apps that are out for iPhone.
> >
> > > > > > Two of these really popular apps are BeatMaker and Noise.IO.
> > > Beatmaker
> > > > > > is a sample driven sequencer MPC style, and Noise.IO is a full
> > > > > > featured FM synth.
> >
> > > > > > I read something disturbing in the app info yesterday that shows
> just
> > > > > > how much power Apple has over developers.
> >
> > > > > > In the past Beatmaker and Noise.IO had formed a way to share data
> -
> > > > > > the ability to export a synth sound out of Noise.IO and import it
> > > into
> > > > > > Beatmaker. It looks like Apple now "forced" them to change how
> this
> > > > > > sharing works - in fact so much so that currently the export
> feature
> > > > > > in Noise.IO is GONE! And the lastest reviewers of the app aren't
> > > happy
> > > > > > about it LOL. And the Beatmaker app indicates that import is gone
> in
> > > > > > the current update. Imagine LOSING functionality in an update!
> > > > > > Wouldn't that piss off a customer! Anyway the Beatmaker page
> mentions
> > > > > > something about having to switch over to Apple's copy/paste
> > > > > > functionality instead of the way they were using before, and that
> > > this
> > > > > > was requested by Apple.
> >
> > > > > > So that makes me feel much better about Android, I think it sucks
> > > when
> > > > > > a product that has been out for a long while already, and now
> Apple
> > > > > > comes in and bullies the developers to break their software
> basically
> > > > > > for no good reason except they want some control over how stuff
> is
> > > > > > done. How obnoxious.
> >
> > > > > > Also, I dont see how Apple is so "groundbreaking". I was looking
> up
> > > > > > specs on the iPhone OS 3.0 yesterday, and it didn't come out
> until
> > > > > > June/July 2009, this is when it finally got copy/paste, MMS, and
> Push
> > > > > > notifications. By the way Push notifications are where an app can
> get
> > > > > > notified to start when it receives some data, even though the app
> > > > > > isn't "running". Well, Android was well along the way already
> back in
> > > > > > 2008 and it had Widgets and Intents, which do this already. Push
> > > > > > notification is just a widget with an intent basically, and it
> came
> > > > > > out much later.
> >
> > > > > > I am not an Android Fanboy or an Apple fanboy, I always figure
> > > whoever
> > > > > > has the best tech wins in the end, I am writing Android apps and
> I
> > > > > > usually compare Apple apps to what I'm doing so I can see if such
> a
> > > > > > thing is possible at all processor speed wise, etc. I found that
> the
> > > > > > original iPhone processor was actually only running at 412Mhz or
> so,
> > > > > > and still has some good music apps, so that gives me a bit of
> info on
> > > > > > how those apps are written then. iPhone has objective C and can
> > > > > > compile to native code, but Android has NDK and you can also use
> > > > > > native code, so I should be able to still write comparable apps
> > > > > > processing power wise.
> >
> > > > > > So reading some of this info made me start to see how Android is
> > > > > > really ahead of the game in a lot of ways. Back in 2008 it
> already
> > > had
> > > > > > copy/paste, MMS messaging, and widgets and intents long before
> iPhone
> > > > > > OS 3.0..The hardware such as the touch screens still isn't as
> > > accurate
> > > > > > or as good, but the OS it pretty darn good, and it's nice not to
> have
> > > > > > big brother over your shoulder everytime you write an app.
> >
> > > > > > -niko
> >
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