I had a problem just like this, had me stumped for quite awhile. Finally I
used sndInt16Little instead of the 8 bit unsigned format I was using, and
presto no clicks. The sampled sound api apparently has bugs with other
formats.


Scott Ludwig


"Ron Nicholson" <[EMAIL PROTECTED]> wrote in message
news:[EMAIL PROTECTED]
>
> On Fri, 6 Jun 2003 09:57:53, c.prinoth writes:
> >I wrote a piece of code which should be playing a continuous 440Hz
> >tone, but all I get is the tone with noises, clicks and lots of pauses.
> >Anyone have an idea of what I might be doing wrong?
>
> This looks like a 68k callback, where certain instructions take
> many more CPU clock cycles than in armlet callbacks.  Sampled
> sound callbacks have hard real time requirements.  In these situations,
> it helps to  look at the instruction timings in the various CPU's
> programmers reference manuals, and to profile test loops of your
> code.
>
> ...
> >  buf_ptr[I]+=V*(L1&0x8000? (L2&0x8000? 1:0):(L2&0x8000? 0:-1)
> ...
>
> The 32-bit multiply inside you inner loop doesn't need to be there,
> and is probably taking you over your callback time budget, which needs
> to be faster than the time it takes to play out frameCount samples at
> your selected sample rate.
>
>
> Ron Nicholson
> HotPaw Productions
>  <http://www.hotpaw.com/rhn/palm>
>
>



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