[android-developers] Re: Accelerometer Speaker Interference Workarounds?

2009-08-28 Thread Chris Stratton

On Aug 28, 7:39 pm, Robert Green rbgrn@gmail.com wrote:

 It's no secret that both the HTC Dream and HTC Magic have problems
 with sound from the built-in speaker interfering with the
 accelerometer.  I'm currently having the problem with my new game and
 am not sure how I'm supposed to work around it.  Quite frankly, the
 sound is a big part of the game and most people prefer to play with it
 on.  I found a great way to use tilt-view control and it works really
 well until I turn sound on, then it all goes to crap.

 Sure, I could crank the sample rate up to highest and take a running
 average of the past 5 or so samples and pull out the outliers but it's
 still not very accurate.

Ugh, if your observation is accurate this sounds like a system design
bug.   Average actually won't fully work, because the sensor needs to
be low pass filtered before the analog to digital conversion, in order
to keep any frequency components above its nyquist limit out of the
digitizer.   Otherwise you will get really odd effects if you have an
audio frequency that's near a multiple of the sample rate... they can
alias back to near zero frequency and look like very slow variations
in reading, which would go right through your averaging.
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[android-developers] Re: Accelerometer Speaker Interference Workarounds?

2009-08-28 Thread Robert Green

And that's almost exactly what I see.  I notice extra bad numbers
coming through on certain frequencies of sound.  I know I've
complained about one or two things in the past but this really is a
pretty bad flaw.  Let's hope future devices don't have the same
problems.

On Aug 28, 7:56 pm, Chris Stratton cs07...@gmail.com wrote:
 On Aug 28, 7:39 pm, Robert Green rbgrn@gmail.com wrote:

  It's no secret that both the HTC Dream and HTC Magic have problems
  with sound from the built-in speaker interfering with the
  accelerometer.  I'm currently having the problem with my new game and
  am not sure how I'm supposed to work around it.  Quite frankly, the
  sound is a big part of the game and most people prefer to play with it
  on.  I found a great way to use tilt-view control and it works really
  well until I turn sound on, then it all goes to crap.

  Sure, I could crank the sample rate up to highest and take a running
  average of the past 5 or so samples and pull out the outliers but it's
  still not very accurate.

 Ugh, if your observation is accurate this sounds like a system design
 bug.   Average actually won't fully work, because the sensor needs to
 be low pass filtered before the analog to digital conversion, in order
 to keep any frequency components above its nyquist limit out of the
 digitizer.   Otherwise you will get really odd effects if you have an
 audio frequency that's near a multiple of the sample rate... they can
 alias back to near zero frequency and look like very slow variations
 in reading, which would go right through your averaging.
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[android-developers] Re: Accelerometer Speaker Interference Workarounds?

2009-08-28 Thread Chris Stratton

it might be interesting to slowly sweep a sine wave across the audio
range while plotting variation in the accelerometer reading...

On Aug 28, 9:40 pm, Robert Green rbgrn@gmail.com wrote:
 And that's almost exactly what I see.  I notice extra bad numbers
 coming through on certain frequencies of sound.  I know I've
 complained about one or two things in the past but this really is a
 pretty bad flaw.  Let's hope future devices don't have the same
 problems.

 On Aug 28, 7:56 pm, Chris Stratton cs07...@gmail.com wrote:



  On Aug 28, 7:39 pm, Robert Green rbgrn@gmail.com wrote:

   It's no secret that both the HTC Dream and HTC Magic have problems
   with sound from the built-in speaker interfering with the
   accelerometer.  I'm currently having the problem with my new game and
   am not sure how I'm supposed to work around it.  Quite frankly, the
   sound is a big part of the game and most people prefer to play with it
   on.  I found a great way to use tilt-view control and it works really
   well until I turn sound on, then it all goes to crap.

   Sure, I could crank the sample rate up to highest and take a running
   average of the past 5 or so samples and pull out the outliers but it's
   still not very accurate.

  Ugh, if your observation is accurate this sounds like a system design
  bug.   Average actually won't fully work, because the sensor needs to
  be low pass filtered before the analog to digital conversion, in order
  to keep any frequency components above its nyquist limit out of the
  digitizer.   Otherwise you will get really odd effects if you have an
  audio frequency that's near a multiple of the sample rate... they can
  alias back to near zero frequency and look like very slow variations
  in reading, which would go right through your averaging.
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