Android :: Audio Stuttering When Using AudioTrack

Apr 13, 2010

I'm in the process of wring a music player that can play SID tracks (music from the Commodore 64), and everything is progressing nicely, except that I sometimes get audio stuttering.The stuttering only happens when the player is in the background, and another application has focus. It's most noticeable when a cpu heavy app(like Google Earth) is running in the foreground.I have tried adjusting the priority of my thread and increasing the AudioTrack buffer size, but nothing has solved the stuttering problem.I believe the problem is that generating the audio takes quite a lot of cycles (I'm at 15-30% cpu load), and that my audio thread is being starved and cant keep up with AudioTrack's constant need for data.I'm must be doing something wrong, I can't imagine that gui threads should be able to starve a high priority audio thread.I hope someone have some ideas on how to get my player stutter free, as I'm at a loss :)

Android :: Audio stuttering when using AudioTrack


Samsung Moment :: Audio Stuttering System Log

Nov 16, 2009

we all know there are problems with stuttering and skipping in Pandora. Here's some proof of what's going on when it happens. I hooked up my phone and grabbed the system log as I started Pandora and easily got it to stutter and skip. I added notes as to what what happening at each step.Perhaps this log will raise some awareness of the problem and if we're lucky all this will make it back to Sprint and Samsung and get fixed soon.

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Samsung Moment :: Streaming Audio Stuttering Poll

Nov 5, 2009

It's time we find out if the audio problems are with all Moment's or just some.If you have used any streaming audio apps such as Pandora, Last.fm or the new Slacker Radio, have you experienced regular stuttering?

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Android :: AudioTrack Cutting Audio Short

Dec 15, 2009

I am trying to play a 0.1s tone using audio track. I have done this succesfully in stream mode by calling play() then writing the array of short containing the data. However when I use STATIC mode and also in stream mode if I write the data before i call play() only about 0.06s of the audio is played. I have tried changing the buffer size but this has not effect.My understanding is that I have to write the data before I call play for static mode to work. Does anyone know what could be going wrong here?

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Android :: Continuous Raw Audio Playback Using AudioTrack

Dec 29, 2009

I am trying to play raw audio samples ( 16 bit, stereo, @ 32000KHz) using AudioTrack, in "MODE_STREAM" mode. I could play the first video buffer successfully but, After having received "onMarkerReached" for that raw audio buffer, I wonder how to push more audio data in AudioTrack ? without closing/stopping it. Writing more data to AudioTrack in "onMarkerReached" callback does not help. I am using the same thread to construct the AudioTrack and pump in audio - buffers and receive callbacks.

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Android :: Low Level Audio - Latency In SoundPool - AudioTrack For Real Time

Oct 26, 2009

I first have to say that I'm biased, 'cus I like to write music apps (like music generation apps). However, this affects games as well. It's somewhat disappointing how OpenGL has made it into the NDK now but there isn't any NDK methods to get to sound to have faster access. Over the weekend I did some more testing and if you make a "drum" app, for example, and play the sound using either SoundPool or AudioTrack, you will get about a 100ms delay buffer, which is clearly audible (gap).

I made a test app where when you touch the screen, upon the DOWN event, it would play a short sound (like a drum sound). It clearly was not real time responsive or even close - you could hear the delay. I'd be interested to know if anyone who has made a game has any trouble with sounds? It seems like they aren't going to really trigger real time enough if you use SoundPool, for example. Am I completely wrong? Seems like your game is going to perform an action, play a sound, but the sound will have latency which I would think would throw off the game a bit..................

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Android :: AudioTrack Stop/release - AudioTrack Plays In The STREAM Mode

Dec 25, 2009

I need to stop the AudioTrack, regardless what's in the buffer, immediately when executing the stop/release. The AudioTrack plays in the STREAM mode. It appears that the AudioTrack finishes playing what's in the buffer and than stops. It seems that it's such a fundamental flaw since there are so many audio applications out there.

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Android :: How Can I Minimize Stuttering Of Graphics?

Dec 31, 2009

How can I minimize the stuttering of my graphics?I am using MANY ImageView's in my program (and JUST ImageView's). I change their positions directly, when I need to change them without using "onDraw" to redraw everything. Is it ok, If I do not overwrite onDraw? I have in average 10 objects which I added to the mainscreen-layout.These 10 objects are 5 trees and 5 flowers. The trees and flowers have 5 different states and therefore 5 different ImageViews which I all added to the layout, whose just are invisible. So I have about 50 ImageViews added to my main screen When one of these objects changes its state, I just make its ImageView invisible and the ImageView of the new state visible.Is it ok to do it like that?I realized that if I just use one ImageView for every object and change the ressource of it when its state changes, all objects, which are currently added to the mainscreen-layout, change their position to (0;0). That was the reason, I have so many ImageView's added to the mainscreen-layout.Is there a better solution for that?

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HTC Desire :: Stuttering During Playback

Oct 19, 2010

I use MP3's imported to 320kb quality. Lately my Desire is stuttering during playback, the song will stop for anything from a fraction of a second to 2-3 seconds, then carry on. I've reformatted my card and put everything back on but it still does it. Has anyone else encountered this? I'm sure it didn't do it originally, but lately it's happening a lot. I've read about the headphone socket occassional problem, but this stuttering occurs even if I use the phone speaker. Do I need a faster card if my MP3's are at this quality? I'd be surprised, because most MP3 songs available to buy are now offered at this quality.

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Motorola Droid X :: X Xtreem Stuttering

Jul 30, 2010

couple of days ago while it was in the car dock and Slacker on i tried to open the pix gallery, the X froze and since then the SD card is now says corrupted and the device is constantly stuttering, did soft reset, hard reset, device wipe and nothin. any ideas?

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HTC Desire HD :: Major Stuttering When Recording In HD

Nov 4, 2010

Anyone else see major stopping/stuttering when recording movies in hd?

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Motorola Droid :: Home Screen Lag / Stuttering

Nov 10, 2009

Surprisingly I can't find any other threads about this. Does everyone here experience some sort of lag or stuttering when flipping through homescreens? If so, have any of you figured out a way to make it smoother? It also happens with the slideout trays on the homescreen.

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HTC Droid Eris :: Music Stuttering At Begnning Of Every Track It Played

Mar 31, 2010

I was playing some music today while doing some yardwork and i noticed it was stuttering at the beginning of just about every track it played. I listened to about 12-14 songs and it stuttered in the beginning on about 8 of them, somtimes it would also stutter a few seconds after that but would be fine after that until it went to the next song. Anyone else have this issue? I've got all the apps closed with advanced task manager, so nothing is running and eating up the processor or memory. Any ideas what would cause this or a remedy for it? Any help is appreciated.

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Android :: How To Use AudioRecord And AudioTrack?

Apr 30, 2009

I want to use AudioRecord and AudioTrack classes(in SDK 1.5) in my program. Where can I find how to use it. Is there any API demo program for this?. If not it is greatly appreciated if someone can post a sample code in this forum.

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Android :: How Do We Use AudioTrack Class?

Apr 23, 2009

I'm currently initiating the AudioTrack() for MODE_STREAM. I load some bytes using the write() and I see that it is working but once hit the play() call nothing happens. what is the matter? should I do something else that is not obvious? Any tips Google friends? My settings: streamType - STREAM_MUSIC sampleRateInHz - 44100 channel Config - CHANNEL _CONFIGURATION_STEREO audioFormat - ENCODING_PCM_16BIT bufferSizeInBytes - 256K the total size (in bytes) of the buffer where audio data is read from for playback. mode - MODE_STREAM.

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Samsung Captivate :: Stock Music Player - Stuttering In Middle Of Songs

Sep 6, 2010

I am having issues with the music player, the music was crackling badly, I thought it was the headphones so I tried 3 different pairs and the same thing happened, it kept stuttering in the middle of songs. I am not at all happy about that. My mp3 player worked perfectly with the same music files, they are WMP files not mp3 because to me mp3 sounds compressed to shit. I said to because the sound quality blows away any mp3 player and when it isn't stalling and breaking up. I am considering flashing with Odin today and swapping it for number 3. I have not spilled anything on my phone or dropped it, I am so careful with it and I am curious if anyone else has this problem or does mine have a defect. I love this phone and really want to stick with it. I would like to use it for music because the sound when working is amazing. If it is a defect in my phone I will swap for another.

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Android :: How To Play Music From AudioTrack

Feb 15, 2010

I want to play music from online mp3 link.I am reading the music data into a stream and trying to play it using audio track. But itz giving only noise.No music i could listen.Same buffer I can play in Media Player,But i could not play in audio track.

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Android :: AudioTrack - Clicking Sound

Dec 15, 2009

I am getting this clicking sound when playing static pcm data. Anybody out there is having the same problem? This is not the data issue.

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Android :: Synchronizing AudioTrack And AudioRecord

Jan 21, 2010

My application uses AudioTrack in streaming mode and AudioRecord simultaneously.My problem is that I start them at the same time, but I have no guarantee that they will actually start playback ecording in the same timestamp. The reason I need this kind of accuracy is because I use echo cancellation (subtracting audio played to speaker from the recording).My echo canceller doesn't require an exact delay, but the delay introduced between AudioTrack and AudioRecord moves in the range of 250ms (between different runs), and that's too much - each run is different because they start themselves asynchronously. The API doesn't provide me a way to make sure they start in the same time, so I thought about measuring this starting delay somehow and then using it in my calculation.Does anyone have an idea how to do that, utilizing their API or in any other way?

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Android :: Memory Leak In AudioTrack?

Jun 27, 2009

If I create and release multiple AudioTrack objects, the GREF count continually increases which eventually causes an application crash. Even with a forced garbage collection, I end up with the same high GREF count at the end of the loop.In my application, I continuously create AudioTracks from variable lenght buffers.I guess I can try and use a fixed size pool of AudioTracks each with a buffer large enough to fit my longest sound, and try and reuse them.Is there a better/correct way to completely clear resources used by an AudioTrack?

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Android :: How To Realize AudioTrack Class In SDK 1.1?

Aug 10, 2009

There is a AudioTrack Class in SDK 1.5 which can play PCM buffer directly.But it is not exist in SDK 1.1. I want to play PCM buffer in SDK1.1,but i don't know how.

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Android :: AudioTrack Sanity Test

Oct 2, 2009

I am trying to determine if I should go the ndk way to work on a music synth app, but first wanted to do a sanity check in the java layer by testing how many sine tones i could play concurrently, and so I tried this. And it's pretty low: I can only play about 4 or 5 tones before the obtainBuffer timeouts start increasing in number. Also, changing the media volume while the tones are playing disrupts the output.

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Android :: AudioTrack - Clicking Error

Jan 21, 2010

I am trying to resolve the clicking problem while using the AudioTrack. It takes place only when playing the first part of the wave (pcm) buffer when the offset to the write is 0 (zero). track.write(buffer, offset, minBufferSize); It tells me that there is something wrong with the pcm data. Could it be because the wave data, I generate using Audacity, has some header as opposed to the pure pcm which does not? I was looking for the converter tools to generate pure pcm but found none. Applications I found generate only wave data so I am not able to test this assumption. At this point I am sure that filling the buffer is correct. Any ideas?

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Android :: Service + AudioTrack - WAKE_LOCK?

Jan 25, 2010

I'm currently writing an app that uses a Service. A thread in the service generates an infinite stream of audio, and writes it to the AudioTrack. I want the audio to keep playing indefinitely until the user stops it. Based on my understanding of the PowerManager class, it looks like I should need a PARTIAL_WAKE_LOCK to keep the CPU awake so the audio can continue playing.

However, I left the audio playing on my phone with no wake lock, running on battery, in airplane mode, with all five items on the power control widget disabled, and the audio just kept right on playing for at least 15 minutes. Afterwards, I looked at the battery history, and it showed "Running (100%)", even though the Partial wake usage was negligible. Is there something special about AudioTrack which prevents the CPU from entering its deep sleep state? Should it be necessary for my service to grab a PARTIAL_WAKE_LOCK and its associated permission?

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Android :: AudioTrack Stop - Release ?

Dec 16, 2009

It doesn't seems as if the the stop and release immediately terminates the audio played by the MODE_STREAM track. It looks like it finishes playing the rest of the buffer and then stops.

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Android :: AudioTrack Start Called From Thread

Dec 8, 2009

I am getting the 'AudioTrack::start called from thread' when starting an AudioTrack. I am using it in a thread. I asume I shouldn't but why? I see it as a major limitation.

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Android :: Is AudioTrack Fundamentally Designed To Be Singleton?

Dec 14, 2009

Is the AudioTrack fundamentally designed to be a singleton? Methods on the OnPlaybackPositionUpdateListener receive just one argument, which is the AudioTrack itself. And since the AudioTrack does not have getTag/setTag methods I don't see any way to distinguish among multiple AudioTracks in the OnPlaybackPositionUpdateListener methods short of keeping track of references. So, if it's so why it's not implemented as a singleton? Any thoughts. I am trying to implement concurrent use of the AudioTrack. Anybody has any experience with this approach? Am I wasting time?

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Android :: Increase Speaker Volume Using AudioTrack

Jun 26, 2009

how to increase the volume of speaker using AudioTrack? the streamed audio is playing in speaker, but not loud as voice call. Here my code..............

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Android :: ObtainBuffer Timed Out In AudioTrack.write

Sep 1, 2010

After stopping and restarting playback of an audiotrack stream, on some devices I consistently get;

W/AudioTrack( 2453): obtainBuffer timed out (is the CPU pegged?) 0x64acc0 user=00010000, server=00000000

after freezing for a couple of seconds. This happens whether I just pause() and flush() my audiotrack or release() and recreate it.

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Android :: AudioTrack - 51 - WARNING - ObtainBuffer() Timed Out

Nov 4, 2009

I am using MediaPlayer to play background music and SoundPool to play sound effects. All Audio data is stored in .ogg file format. Sometimes it happens that the MediaPlayer playback is interrupted for a fraction of a second if SoundPool.play() is called. Whenever this happens, the following two warnings are printed to logcat:

11-04 01:49:05.113: WARN/AudioTrack(51): obtainBuffer timed out (is the CPU pegged?) 0x2b6e8 user=000cc520, server=000cb710 11-04 01:49:05.113: WARN/AudioTrack(51): *** SERIOUS WARNING *** obtainBuffer() timed out but didn't need to be locked. We recovered, but this shouldn't happen (user=000cc520, server=000cb710)

Do you have any ideas what could cause the warning messages and/or how to avoid them? I.e. how to prevent SoundPool.play() from interrupting MediaPlayer playback?

An other warning that's sometimes appearing is: 11-04 01:55:49.793: WARN/AudioFlinger(51): write blocked for 89 msecs There seems to be no connection to the above messages, but do you have any ideas what causes this message and/or how to avoid it?

Here's some more detailed background information, maybe they are useful: My OpenGL powered game is split into three threads: One for rendering, one to take care about the game logic and the main thread to process user input. All Audio data is accessed through a central AudioManager class, which is only used in the game logic thread. (So this does not seem like a threading issue. Needless to say that synchronizing all methods has not solved the problem). The game runs smoothly at ~60 frames per second. According to DDMS the game causes ~33% system load (~10% in kernel space and ~23% in user space) on a G1. Even the idle task gets ~24% CPU time assigned while the game is running and input happens through the touch screen! (So it does not look like a performance problem) The MediaPlayer playback interruption always happens if SoundPool.play () is called in response of a touch screen input. Although touch screen input and SoundPool.play() happen in different threads. I've tried suspending the UI thread for various different delays between 8 and 32 msec after a MotionEvent has been processed, but again, without success...

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