Android : Live Stream Latency - Delays In VLC

Apr 13, 2010

We are developing an Android video conferencing application. After examining some already existing live-stream applications , we came to the conclusion that all or almost all existing applications have a delay of 3 to 10 seconds. The application we are developing was tested receiving a video stream on the Android device and the same video stream on VLC at the same time.The result of the test is that VLC shows the same part of the video 2 to 10 seconds earlier than our Android application on the phone(HTC hero) depending on the rtsp link used. we haven't found what is the main cause of the delay and also dont know if it is possible to reduce that delay. In our case, as it comes to video conferencing, the delay should be lower than 2 seconds at least. Do you guys have some information about the cause of the delay or even how to reduce it?

Android : Live stream latency - delays in VLC


Android :: Android - Stream Live Video From Live Stream

Nov 15, 2010

Any suggestion for live stream for android. In my app i need to stream live video from Live Stream..Is there any api or example to do it? If so, please provide it.

I need as like this...

http://www.livestream.com/aplive?utm_source=website-home&utm_medium=promo-header&utm_campaign=aplive

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Android :: Unable To Stream Live Audio On 1.5

Jul 26, 2010

I m working on Radio application i gt stuck coz i m unable to stream live audio in android 1.5... is that possible to stream live audio in android 1.5 SDK..

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Android : Live Activity To Stream - Got Error

Jun 30, 2010

I am making a basic activity to stream this live show http://ice2.securenetsystems.net/WHBRM here is the pastebin of my activity http://pastebin.com/N5g69j7i

I realize that it is better to be in a service but this is just a test. Anyways it seems to be working fine except for in froyo my error listener gets an unknown error about every 10 seconds. Infolistener and bufferinglistener are also never called.

my hack of sorts using the errorlistener to catch the error and restart the stream is working but since the error happens every 10 seconds or so it is making the audio very choppy.

I also get a system log that says MediaPlayer error (1, -2147483648) before each crash also AwesomePlayer Not sending buffering status because duration is unknown.

I assume the second error is because its a live stream and it has no end, however how do you handle that case.

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HTC EVO 4G :: Watch Live Video Stream

Oct 4, 2010

When trying to watch live video stream, I get the message: "This phone does not support live video streaming". Is there an app I need?

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HTC Incredible : Websites That Stream Live TV Over 3g?

Aug 29, 2010

Now that we've got (or are about to get) Flash 10.1 on our phones, does anybody have suggestions for websites that let you stream TV over 3g? I've heard channelsurfing.net can work, but I find it usually crashes the stock browser.

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HTC Desire :: Need App To Play Live Internet Radio Stream

May 19, 2010

Are there any free apps out there that play live streams I.E audio or video when clicking on a link while surfing the Internet on the htc desire? I'm trying to listen to an Internet radio stream that isn't listed in all those android apps that you can download like XiiaLive Lite. On the PC you would go to the radio station website and click on the listen now link and windows media player or realplayer would pop up and play the stream. Is there anything similar on android that just plays the link?

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HTC Hero : Handle A Live Asx Stream Particular Ministry Of Sound Radio?

Sep 11, 2009

Just a question can the hero handle a live asx stream particular Ministry of Sound Radio I'm looking at the hero and this would be a good one if it works

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Android :: Low Latency Audio Api?

Sep 19, 2009

What are my options for playing simultaneous audio on an Android device with the least amount of latency? Am I going to get anything half decent out of the canned SDK, or is that asking too much? The documentation claims that the SoundPool class is capable of playing multiple sounds simultaneously with relatively good performance, but after running some tests in the emulator and on a physical device it seems pretty weak. Is there maybe a trick to it, or do I have to go to a much lower level api for this kind of thing? I've tried using a single sound pool with multiple samples loaded, and I've tried multiple sound pools each managing a single sample. I'm preloading everything, so that when I attempt to play back I have no additional code being executed other than the call to SoundPool.play().

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Android :: Latency When Getting Sensor Data From Phone?

Mar 9, 2010

I am working on a project using HTC magic which requires the data from the electronic compass, including both the accelerometer and magnetic sensor. But I find that there is a significant latency between the move of the phone and the trigger of the sensorChanged event. In other word, the acceleration and magnetic data obtained from sensor are updated about half of a second after my motion. And I have several questions about the problem as follow. Are the orientation data computed by the acceleration and magnetic data? Or are there a physical sensor for orientation? Does the latency result from the android API (using the event) or the physical limitation of the electronic compass? It is said that the model of the electronic compass is AK8976A from Asahi Kasei. Does anybody have the datasheet or know the frequency of the sampling? Any idea to improve the real-time experience?

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Android : Latency Due To Garbage Collection On On PrevFrame

Jun 6, 2010

I'm writing an Augmented Reality codes that should works in realtime,

But the VM's garbage collection hinders my program's performance.

I checked my program's execution time for each in OnPrevFrame(byte[], Camera)

and it execution time increases from around 50ms to 120ms at just after each garbage collection.

I copied parts of logs below. (local time is just before and after of signal processing, and global time is time stamps for every onPreviewFrame() calling )Also I executed onPreviewFrame without any signal processing on it, but

the garbage collection is also carried showing debugging message around 60ms it spends for memory release.

Is this garbage collection come from releasing byte[] yuvs image data? ( i uses 320x240 thumb nail )

then this clearly comes from Java's limitation, so there will be no hope for improvement unless

I found a way to directly access camera device? do you think this is feasible? Hope listen to others' comments.

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Android : Latency On Mobile Networks / GPRS - 3G?

Jul 8, 2009

I am planning to give mobile phone development a shot and was thinking about making some simple multiplayer games. I know latency over local wifi is probably fine but what are the issues with latency over GPRS/3G?

I've searched and the best I've seen is someone saying it was 'high', without presenting any concrete numbers. I suppose latency fluctuations are important as well - does anyone have any info on this?

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Android :: Difficulty Of Making Low Latency Audio Apps In Phone?

Apr 12, 2010

Despite everything I have read about the difficulty of making low latency audio apps in Android, I am giving it a shot. To start, I loaded each note in an octave into a SoundPool, and then looped through each note that was to be played on that beat and called play(). This didn't even come close to being accurate enough for me, and got especially bad if a lot of notes were being played at once.

From what I read, the only way to do something like this is to mix the audio yourself, though I am not entirely sure how to go about this. My initial thought is that for each beat, I could precompute the sound the sound that is to be played (i.e., combine the wav's), and then pass that stream to an AudioTrack when it is time to be played.

Are there any good examples out there for how to mix audio like this, or libraries I could use to do this for me? How have coders of other music apps dealt with this?

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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 :: 3434 (audio Latency) - Music Applike NanoStudio For IPhone

Sep 29, 2010

This might not be a big deal to most but today, I went to the Android market looking for a music app, something like NanoStudio for iPhone. I found a lot of 2nd rate loop creation synth nonsense. After trying different free versions of paid software I asked myself "why are there no good music apps for Android?"

I emailed the creators of NanoStudio to ask if there are any plans to release an Android version of their software. here is the reply: "Not until they get their act together with audio latency, no. Shame really because NanoStudio's written to be cross platform" This greatly disappointed me. I am a music producer going on 10 years (hip hop, Trip hop, Electronic, etc..) so you can understand my interest in this issue. iphone, iPod have amazing music apps of this sort. Android has nothing close.

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Samsung Vibrant :: Audio Latency (3434)

Oct 10, 2010

If the Mods decide to delete this and direct you to the OP then thats fine. I just want to spread awareness if this issue. This might not be a big deal to most but I went to the Android market looking for a music app, something like NanoStudio for iPhone. I found a lot of 2nd rate loop creation synth nonsense. After trying different free versions of paid software I asked myself "why are there no good music apps for Android?"

I emailed the creators of NanoStudio to ask if there are any plans to release an Android version of their software. here is the reply: "Not until they get their act together with audio latency, no. Shame really because NanoStudio's written to be cross platform" This greatly disappointed me. I am a music producer going on 10 years (hip hop, Trip hop, Electronic, etc..) so you can understand my interest in this issue. iphone, iPod have amazing music apps of this sort. Android has nothing close.

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Android :: Strange Delays When Doing Wifi Scans

Aug 19, 2010

I have a simple app that just initiates a wifi scan every two seconds and then logs the results. I am observing some strange behaviour, and was wondering if anyone could shed some light. When I start scanning, if the phone (Nexus One running latest Froyo OTA release) is just sitting on my desk (screen on or off, it doesn't matter), I receive the wifi scan results about 800ms after initiating the scan, fairly consistently. At most, it takes a second and a half to receive the results. However, if I get up and start to walk around the building that I'm in, the time between initiating the scan and receiving the result begins to vary greatly. What is interesting is that I start to see a pattern where it will take about 40 seconds to receive results, then I will get three or four results two seconds apart, then it takes 40 seconds to receive the next set of results, then I get three or four results two seconds apart, etc.

I've tried obtaining a wifilock, both the FULL and SCAN ones, and that doesn't help. Same with a partial wakelock. I've also tried setting up a thread that pings the supplicant every second and reports when it is unreachable, and it appears to always be responsive (ie., I never see the report). I thought that maybe the problem was that I am unable to receive the result of scans when I am switching between base stations (which might happen when I move around), but if I manually switch between two different networks, it does not cause a delay in my scans (ie., I can still get the results with only a one second delay while it's associating with the new network). Anyway, for my application, it would be incredibly useful to get wifi results at a fairly consistent rate, and so I was hoping that someone on this list might have some suggestions as to how I can achieve this.

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Android :: Handcent Launch / Exit Delays?

Dec 27, 2009

I've been getting delays when launching and exiting Handcent...not 100% of the time, but much of the time it takes forever (like >6 seconds) to launch or for my home screen to appear after exiting.

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Android :: Avoid Garbage Collection Delays In Java Games?

Mar 20, 2010

I'm performance tuning interactive games in Java for the Android platform. Once in a while there is a hiccup in drawing and interaction for garbage collection. Usually it's less than one tenth of a second, but sometimes it can be as large as 200ms on very slow devices. I am using the ddms profiler (part of the Android SDK) to search out where my memory allocations come from and excise them from my inner drawing and logic loops. The worst offender had been short loops done like,

for(GameObject gob : interactiveObjects)
gob.onDraw(canvas);........................

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Android :: Broken Pipe Exception When Tried To Stream Mp3 Stream From Local Server To Android Mediaplayer

Oct 27, 2010

I am trying to stream mp3 stream from my local http server indeed hosted on my phone to android media player.When local server gets the new socket , it starts writing some http headers followed by mp3 stream. but mediaplayer socket is throwing "Broken pipe" exception.Wat may be the issue causing this.

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Android :: Trap In TabHost When AsyncTask Delays Set Content View At Activity Startup

Nov 3, 2009

I've got a tab host activity started from a home screen shortcut. When my application starts it downloads information from a server using an AsyncTask. In the onPostExecute method of the AsyncTask I call setContentView to display the TabHost.When I start the homescreen shortcut by tapping on the shortcut using my finger everything works as expected, I download the information from the server and display the TabHost with the information in the tabs. However starting the application by navigating to the shortcut with the mouse wheel and then clicking on the shortcut with the mouse wheel leads to a trap in the framework code as soon as my application starts. This looks like a simple fix since mCurrentView is null at the time that this method is called - can this issue be addressed? Does anyone know of any workarounds?

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HTC Incredible :: Email Delays Despite Immediate Sounds

May 5, 2010

I have an odd issue. When I get an email, it sounds immediately. But when I go to read the email, it's not on my phone yet. It makes the sound, but does not show any message indication. About a minute or two later, the message shows up.

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HTC Droid Eris :: ChompSMS Notification Delays

May 26, 2010

I've noticed this start to happen more and more frequently. I will get a text, say at 7:30, and not get a notification until I check the app, or my phone will vibrate and say I got the text anywhere from 5 to 15 minutes after it actually got to my phone (observed). This doesn't happen all the time, mind you. Anyone else notice this? It's annoying because I'll get a text and I won't KNOW I got it until a while after. It also seems to only happen if I haven't gotten a text in a certain period of time. Like, the longer I go without receiving a text, the longer it will take for Chomp to give me my notification. Again this doesn't happen all the time but it does happen and I'm not sure if I've just been noticing it more or what is happening.

I did a factory reset when I got the 2.1 OTA so I guess it's not something that could fix, unlike the saving attachments issue I had before the reset. The only thing I can think of is the length of a thread I have on here, it has about 600 messages in it. But I've had threads with 1000+ messages and haven't had a problem before.

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Sprint HTC Hero :: On Screen Text Delays

Aug 6, 2010

Ive had my hero for about two months now, and so far its good. I switched from blackberry and had a major adjustment to the on screen keyboard. The thing that is pretty annoying is the delay when typing, i was told i may just need to slow down, but sometime you just need to shoot a quick message. i have changed the callibration a few times and nothing seems to help.

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Sprint HTC Hero :: Gmail And Text Sending Delays

Oct 24, 2009

I think I'm experiencing my first real problem with my Hero. I've noticed that my wife (and who knows who else) hasn't been getting my txts when I send them... Sometimes it takes a full day for her to get them. Email has been delayed the past couple days, too. Items will sit in the outbox for hours and when I pull them up, there's red text saying it's sending..." This happens whether I'm connected to WiFi or just using the mobile radio. 2 bars or 5 bars, it doesn't seem to matter.

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HTC Droid Eris :: Delays On Retrieving / Accepting Text / Call

Jan 13, 2010

I tried searching the forum for this problem but it seems I can't find it (there might be one out there ) Anyway, so I have a Droid Eris. The problem is that when my phone is in SLEEP mode, it takes about 10-30 seconds for my phone to AWAKEN when receiving a text message and around 10 rings (from the caller) for my phone to AWAKEN start ringing. But when my phone AWAKE, I receive texts/calls right away. I have two phones so I constantly test it out and results are the same. Do you think some of my apps are delaying it? My default SMS app is Handcent and configured properly. Do you think Automatic Task Killer is the culprit (this kills all apps when in SLEEP mode)? But even if I exclude MESSAGES, VOICE DIALER and HANDCENT, I still get the delays.

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Sprint HTC Hero : Turn Off Screen When In A Call / Get Delays On Messages

Dec 2, 2009

I've searched on here and can't find the threads. How do you turn off the screen when in a call? I'm tired of hanging up or pushing buttons while talking. And is there a better lock screen out there? I've looked on the market place, but haven't really found any. I want to have the choice of unlocking my phone when it rings before I can answer.

Also,I get delays on my messages where I can see there is a blinking light, but the sound won't notify me of a text until I wake up the phone. Anyone else getting hits? I use Handcent.

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Samsung Vibrant :: Separate Delays For Screen Off And Phone Lock Features?

Jul 22, 2010

Is there a way to have separate delays for the screen off and phone lock features? I like having the screen turn off quickly (since I believe power on/off for OLED is negligible) but it is annoying to have to constantly unlock the phone if I don't hit the power button within a second or so of the screen turning off.

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HTC EVO 4G :: Little Delays Occasionally When Tried To Make A Phone Call - Keyboard Unresponsive When Tried To Text

Nov 6, 2010

I'm rooted but s is still on and nand is not unlocked. I'm running the stock rom.

I use to get little delays occasionally when I tried to make a phone call, and sometimes the keyboard was unresponsive when I tried to text. Always passed in a few minutes.

Now the thing is just lagging. delays all the time regardless of what I'm doing. I also get a message sometimes when I try to take pics saying I don't have file permissions for the sd card. A shutdown will usually resolve this.

Sometimes when I shutdown I can't restart it without popping the battery out for a few seconds.

I thought it might be related to an overclock widget I was trying so I deleted it without improvement.

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Android :: How To Design "manual Animation" Into Droid Game Without Code Delays?

Oct 3, 2010

I am writing a game for Android and I think I have a fatal flaw in my architecture and/or code. The architecture is basically two threads, one that just continuously draws the screen and the other than controls the movement of the drawables on the screen based on the user's touch screen input. In the latter thread, I'm basically doing manual animation (insert correct term here), meaning I move the drawables on the screen via methods that change the Drawables Rect as the game progresses. The "no-no" I believe I'm doing is inserting delays into these methods, so that it "appears like an actual animation." This all works fine and dandy because I have no reason to process any user input during these animations, but it's really bugging me that I'm designing a flaw into a lot of hard work with my game. I'm sure many of you can relate to this in terms of code design.

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