hi andy,

let me know the period size of the AudioHardware you are using.

if it is 2048 frames / write.

then 8 buffers each of 4 Kb can be used only four times for a stereo , 2
bytes per sample , stream.

if you check in mediaplayer services , to avoid buffer underrun condition ,
they have increased the buffer count to 12 , inturn which will be using 24
buffers per track.

regards,
bas.

On Mon, Feb 9, 2009 at 11:46 AM, Andy Quan <[email protected]> wrote:

> Bas,
> Thank you for your information. Could you please let me know where is the
> allocation of 24 buffers in mediaplayer service? I can't find it... :(
>
>
>   On 2/9/09, baskar rajagopal <[email protected]> wrote:
>>
>> 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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