Wonderful :)
And you know what ? It's taking 1% of the CPU now... 3% @ 250 BPM with
all quarter notes running. Absolutely amazing.
Topic closed ! Thanks again.
On 1 jan, 19:55, Dianne Hackborn hack...@android.com wrote:
adb shell top will show CPU usage. My favorite version is adb shell top
After several tests involving AudioTrack, both STATIC and STREAM mode,
It was obvious I could not use this because of the specificity of my
metronome, which can mix and play Notes, Half notes, quarter notes and
triplets at the same time. Filling and reseting the AudioTracks
buffers between each
adb shell top will show CPU usage. My favorite version is adb shell top
-t -m 10.
On Sat, Jan 1, 2011 at 7:49 AM, Slash4 alex.cen...@gmail.com wrote:
After several tests involving AudioTrack, both STATIC and STREAM mode,
It was obvious I could not use this because of the specificity of my
Thanks Kostya,
Streaming seems to be a great solution. And it is very interesting
because this way I can mix sounds... Let's do this :)
Rgds, Alex
On 29 déc, 21:23, Kostya Vasilyev kmans...@gmail.com wrote:
To elaborate a bit:
Hello,
thanks you so much for looking at my problem :)
First, my application is using a SCREEN_DIM_WAKE_LOCK so the screen is
always on, yet the backlight and the keyboard are dimmed. Did you say
in this case, the battery would not be consumed ?
So, about accuracy, the fastest callback that I
I answered you but I don't see my message.. I hope it's OK :s
On 29 déc, 03:22, Dianne Hackborn hack...@android.com wrote:
This will run the CPU at 100%. With the screen off, this will tremendously
impact battery life. With it on, it will be at least noticeable.
How accurate do you need to
Perhaps it would be a better idea to a use pre-recorded sound for this.
You are trying to solve a problem at the application level that's
already been solved, but at lower levels within the system.
By using a pre-recorded sound, you can leverage other people's work.
For different metronome
This is very similar to a problem I solved when I was testing disk I/O
subsystems and needed to generate I/O requests at fixed intervals of a
few hundred per second. What I did was to take a timestamp at the
beginning of the test and set up a loop with a sleep in it. The
initial sleep value was
I'd look into Kostya's suggestion. Ideally, you only need the click sample
and you can program the audio player to play the sample at precise
intervals.
Trying to do precise timing with SDK programming is just frought with
pitfalls, AFAIK.
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On Wed, Dec 29, 2010 at 10:54 AM, Slash4 alex.cen...@gmail.com wrote:
First, my application is using a SCREEN_DIM_WAKE_LOCK so the screen is
always on, yet the backlight and the keyboard are dimmed. Did you say
in this case, the battery would not be consumed ?
Absolutely not. The CPU
To elaborate a bit:
http://developer.android.com/reference/android/media/AudioTrack.html
AudioTrack supports streaming mode of operation, where data can be fed
into it on the fly.
You'd still need to do some sort of scheduled periodic loop, for feeding
data to AudioTrack in chunks, but this
How accurate is the looping setting on the MediaPlayer? Is it
possible to synthesize the click track and then send it to a media
player and set it to loop?
I'm not sure how accurate that would be, perhaps someone else could
offer some insight?
kris
On Wed, Dec 29, 2010 at 3:23 PM, Kostya
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