Hi Andy,

check the below

1. How much memory you are allocating for a client?  In the original code
they might allocate 1Mb of memory in the client heap - i.e., for 32 tracks
and 8 buffer each of 4Kb size. If you are using only one track you can
reduce this memory allocation.

2. In the current desing , even though it is mentioned 8 buffers of 4 Kb
size per track , but from the mediaplayer services it is made as 24 buffers
of 4 Kb per track ( this is for emulator ) , if you are using for target ,
you can make it as 8 buffers per track.


regards,
bas.

On Sun, Feb 8, 2009 at 4:34 PM, Andy Quan <[email protected]> wrote:

> Hi,
> I am working on android multimedia on an ARMv5TE compatible chip with
> hardware SIMD acceleration (CPU 600Mhz, 32K I$/D$, no L2$, 130Mhz external
> DDR, 128MB DRAM). With some performance calibration codes, I find that
> "audio flinger" thread costs around 50Mhz - 60Mhz when music player is
> playing any 44Khz - 48Khz sample rate stereo audio (single track). This is
> much higher beyond my expectation (20Mhz - 30Mhz).
>
> In my understanding, major cost of audio flinger should be resampling,
> mixing, alsa rendering and some data copy.
> 1. And I have confirmed that my testing case does not require resampling,
> that is, a simple mixing and rendering will lead to the end.
> 2. I have confirmed that on this platform alsa rendering does not need so
> many cycles as I observed.
>
> Anybody can help me understand why this audio flinger thread costs so many
> Mhz? Or did I misunderstand anything? I guess I did not catch the bottleneck
> of this audio flinger:)
>
> BTW, my code base is based on the one by the end of last year, so I am not
> sure if there is any performance related update in the current release.
>
> --
> Thanks,
> Andy
>
> >
>

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