Android :: Variable Rate Audio Playback
Mar 14, 2010
I'm new to development on Android and thought maybe you could shed some light on my problem. I'm trying to code up a little object to take care of playing a list of songs at a constantly varying playback rate. I just spent a god chunk of time getting it going with SoundPool only to find out about the undocumented 1 mb file limit. Do you guys have any ideas? Should I be using AudioTrack? I was going to try that next. Any tips or code samples for doing this kind of thing? It's such a shame that neither JetPlayer nor MediaPlayer support rate changes.
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May 1, 2010
I would like to know if somebody knows a library to changing the playback rate of a track in real time. My idea is to load a track and change its playback rate to half or double. Firstly, I tried with MusicPlayer but is was not possible at all and then I tried with SoundPool. The problem is that with SoundPool I canīt change the rate once the track is loaded. Here is the code I am using (proof of concept): Code...
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Sep 23, 2009
I am working on a VOIP based application. I need to capture the audio from mic at 8000 hz sampling rate, get the 20msec packets, encode and send the packets over the network.
Can somebody tell me how to configure the mic for the desired sampling rate?
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Dec 15, 2009
Anyone know of an audio player that will speed up the playback? It would be nice if it could keep the pitch the same but sped up is the goal. I used TCPMP on the Treo. This is great for listening to podcasts in a fraction of the time. Depending on the original audio, I can generally make everything out up to +25%.
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Dec 18, 2009
I would prefer to not have to purchase a Flip Video Recorder to provide me the frame by frame playback needed (coaching girls softball) for instant instruction at practice. Is there an app that provides playback of video at a frame by frame rate?
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Apr 27, 2010
I love my new HTC Desire and the only thing lacking is a music player that plays at variable speed. I listen to a lot of audio books and my old Sansa Clip player gives the option of playing audio at a faster speed (so you can go finish a book faster).The normal android player doesn't seem to have this option. Is there another player that does?
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Oct 16, 2009
I have a Java application where in I am trying to read Audio samples from the mic into a buffer and then write the samples back to speaker from a buffer for playing. I have used AudioRecord and AudioTrack interfaces. Below are my configurations for the Record and Track object creation. AudioTrack(0, 8000, 2, 2, playBufSize, 1); AudioRecord(1, 8000, 2, 2, recBufSize); Using AudioRecord interface I am able to read the samples from mic continiously (8000 sampling rate and 640 samples per read). In the similar way I am also able to write some pcm samples to the speaker from a buffer and play it continuously using the AudioTrack interface (without record). But when I try to do both record and play simultaneously I am able to only record audio from mic but I am not able to play any samples to speaker. I am getting this error " ------- attemp playback while recording, cheat it! ----- " in the log cat.
I have given the following permissions "android.permission.RECORD_AUDIO" and "android.permission.MODIFY_AUDIO_SETTINGS" in the Manifest file. I didn't find any special permission to play the audio. Is there anything else that I need to enable?
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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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Aug 11, 2010
What codec settings will produce valid videos for playback on Android (videoView) and iOS UIWebView)?
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Jun 28, 2010
Started this morning out of the clear blue. During audio playback (music, internet streaming, etc.) faint beeping sound only in the right headphone. Tried multiple headphones and it is there. EXTREMELY ANNOYING..
Looks like it pops up when the unit is accessing data. WFT?
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Nov 5, 2010
Just got a Droid Incredible and love the phone so far. I have a problem however playing back video that I recorded. The video comes out fine but there is no audio track. Same happens when I play back on my PC. I have read some forum posts that were similar but none of the solutions offered have worked for me. I have done the following: Played back on phone, WMP, VLC and Quicktime.
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Jun 17, 2010
Is horrible audio playback just part of the 2.2 leak or is it just me? Kangerade, BB, and the stock 2.2 all have very tinny sounding audio quality regardless of the player used. Anyone else noticed this? Better yet, anyone have a fix?
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Apr 3, 2014
On Android 4.3, and playing any type of media such as MP3 or movies, and a text message, e-mail, or any other type of messages is received, unless the phone is actually muted the audio playback is interrupted with a notification. Has that been addressed in KitKat?
I'd like the option to dis-able audio notifications (blinking LED or vibrate is preferred) so the audio experience isn't interrupted.
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Sep 26, 2010
Is copying the reference to the object and not the value of the object. Meaning, when I modify pos.top or pos.bottom, the original object gets modified. I'm guessing I am missing a concept of pass object by reference vs value here which I thought I understood. What is the fix here? Is it a problem with how I defined my custom class?
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Jun 24, 2010
I have had my Droid since release day, and I am still carrying an iPod Touch as well. My problem is that I keep getting problems with audio playback using headphones with an inline remote. For me, it is absolutely essential to be able to pause/play audio when out and about. People talk to me, I get up to the checkout stand, etc. And, the process of pulling the phone out, swiping it on, getting to the app and pressing pause just won't work. Headphones with inline remotes are the only thing that really work for me.
The problem is that the Droid can't seem to play nicely with these remotes. The volume controls never work at all, and sometimes the pause/play works, sometimes it acts like a skip to the next track. Sometimes it just freaks out and starts cycling through my various audio apps (Listen, Pandora, the stock music app) and then eventually freezes. Has anyone found a workable way to do what I want? I need to be able to pause and play audio while the phone is entirely stashed away.
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Nov 3, 2010
these is how to give a string as argument String link ="http://www.adobe.com /devnet/acrobat/pdfs /pdf_open_ parameters.pdf"; webview.loadUrl(link);But how to give an "URL" variable to load its content to webview.
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Aug 27, 2010
Been struggling with this since receiving my X. Seems like no matter what player I use the playback is jerky. It's very subtle, almost as if the video is dropping a frame or so every second. I've tried the stock player, Astro, Rockplayer, mPlayer, Zimly, Act, and the list goes on and the problem still persists.
I've encoded (using handbrake) with all of the settings suggested on the boards and have tweaked things on my own trying to find the proper setting, but still no luck. The strange and frustrating thing is that the exact same files play just fine on my 1st gen iPod touch (clearly an inferior piece of hardware) and on my wife's incredible. These encodes are of standard def DVDs at average settings (a full movie is about 1.3gb, all h.264 mp4 files.
I was able to improve playback by rebooting the X and then playing the video, but this doesn't seem like an acceptable solution every time I want to watch something. I tend to encode and watch a lot of stuff on my commute to/from work, and I'd really like to replace my touch with the X, but the media capabilities are falling way short. Considering switching to the Inc as I know it's able to play my media properly, but I'd prefer to keep the X for the larger screen size (though the Inc does seem to feel better when using one-handed). I'm on the fence right now, but if the X can't function as expected then it might be going back. Unfortunately I only have until the 1st to return it so I don't think I can hold out and see if 2.2 fixes this issue.
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Sep 12, 2010
create an FBO of resolution less than the full phone screen dimensions (user-selected quality vs speed option) do most of my scene rendering into that FBO * then the 'real' (full screen) render would either use the FBO as the starting background color buffer contents, or render it (probably orthographically) as a single quad. * then probably add UI/Text decoration on top of that, where the resolutions really benefits.And, is there some egl glue (I am a glSurfaceView kinda dood) that would automagically do something like this in the first place?Or am I being naive to think the GPU could do its work faster if it was rendering to a lower resolution target? And would the phone with the worst fill rate also be the phone that doesn't support FBOs in the first place?
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Feb 15, 2010
Anyone knows how to increase the fps in android?? I am developing a 2D game using rokon engine but i am getting only 7-8 fps. How can i increase the frame rate, is there any method to set the fps ....
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Aug 22, 2010
Instant heart rate - Android app on AppBrain.Here is a cool heart rate monitor for android. Its uses the camera and led flash to check your heart rate.
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May 20, 2010
Fastest 2D frame rate possible with android NDK, my try included, better options available?
I used the NDK and OpenGL ES 2.0 to display a frame as a texture on a GL_TRIANGLE_STRIP. This was done on a HTC Desire, same hardware as Nexus One. I tried to load multiple GL_RGBA textures and switch between the textures, because the normal fill rate with a single texture was disappointingly low:
CODE:.........................
I think even 30.32 fps RGBA is still too slow.
So is this the way to go to achieve the fastest 2D frame rate (with same quality)?
Any suggestions to speed it up?
Here is the relevant code, it is based on the hello-gl2 NDK example:
CODE:........................
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Jul 27, 2010
Hey folks HumanMachine here with a little query for those of you who were lucky enough to have picked up a 32GB MicroSD for your phones.I had, and lost mine, in the course of two days. Short story incoming. TLDR Below I was using my phone at work and decided to change my Live Wallpaper, I'd downloaded a few of them and was going through them just to see how they looked in motion. I remember specifically looking at the "Starfield" wallpaper. I then selected the "Battery - Couple the ship's energy source with phone's battery" To see what the option did. I backed out to apply the Wallpaper. And the Droid X locks. Weird I thought, maybe she's just lagged.Turned out a lot worse than that. She was just straight up frozen. Stuck on this unusable frozen starfield. I couldn't quite remember how to reboot the phone. or even if it were possible, Couldn't power her down, so I removed her battery, figured that would be enough to get her back to life.I was met with a message, once the phone loaded up. "SD Card blank or has unsupported filesystem" Not the first time I've seen this issue pop up on the android forums. I immediately popped the MicroSD card into my little USB dongle and attempted to access the MicroSD. Shows up in "My Computer" just fine. but when I tried to access it? "Please insert disc" et cetera et cetera.
I try to format. No dice, Computer won't even find the thing. Try my SD formatter, no dice.Stick the 16 GB card back into the phone, and we're sailing again. And here I am staring sadly at the card.I tried for about an hour more to breathe some life into it. I just couldn't get the computer or phone to read the card. Same error messages.TLDR For those of you who wanted to skip the story SD Card died. pathetically, didn't lose much but still. My question, do we have any idea what the failure rates are on these bad boys? I didn't mistreat or even do much with mine before this issue came up. Hopefully I just had a lemon. Unfortunately, the store I got mine at. Verizon store actually, didn't have any, nor do they know when they will get a shipment of them.I'm bummed. go figure. Time to play the waiting game.
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Jul 9, 2009
Has anyone been able to get the accelerometer on the G1 to sample consistently for long periods of time? We been doing some testing of the G1 accelerometer on Android, and wanted to see if others have gotten the same result.Our test uses a partial wake lock to keep the CPU alive.It stores the xyz values and time to local storage and then writes them to a file on the SD card once a second.The code below produces a csv file.The xyz values we're getting are within the expected range, but the sample rate of the accelerometer varies greatly.To determine that using the file produced, for each sample, we found the difference between the samples timestamp (taken from the SensorEvent) and the timestamp from the previous sample.The test results showed the time between samples ranging from 30 milliseconds up to 4.6 second spikes.We're interested to know if other people are seeing similar behavior from their phones.If you have the time and means.
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Nov 19, 2010
I am currently using Java API to get accelerometer values in 5Hz, which is below my requirements. I want to achieve at least 50Hz. Is there any way to increase the sampling rate of accelerometer?
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Aug 27, 2010
Is anybody using a pedometer app and/or heart rate monitor with their Evo? Looking for something to use while hiking. I found a bluetooth HR monitor from Zephyr but seeing mixed reviews. On the pedometer side I want something that doesn't require the use of GPS but can if needed. Trees/hard walls don't play nicely with GPS besides the additional battery drain.
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Aug 23, 2010
So I developed a small 3d game on Android 1.6 with JPCT, the free 3d game engine Android version. It seems the frame rate is really low on emulator(5 frames per second).... Did I miss something to speed up the emulator or it is normal, I should test the game with real device?
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Jul 19, 2010
I want to install a USB charging port in my car similar to this. Before I disassemble the cig lighter adapter I have and put it inside the console, I want to make sure that it's one that can provide a full charge, not just a trickle. I'd read that the trick is to get one rated at 1000mA which I did, but I've also read that some charger with that rating still can't provide more than a trickle charge. Short of plugging in my phone to that charger and using it for a while to see how quickly it charges, is there any way to see if the phone is getting a trickle or full charge?
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Oct 17, 2010
I know that the default is 30 minutes, however I am looking at making a game in a widget.This would require millisecond responses.... has anyone messed with the AlarmClock Timing that is described to use instead to achieve this? does it work well?I haven't finished the Software Arc for the project yet because I see a lot of complaints about this on the net, so need to know if this is feasable before I go for the adventure... but the game would consist of a large widget size of one screen... many areas to click on and interact with and multiple textured animations
Looks like I can draw to a canvas and then pop it up to the bitmap to do this... but that still confuses me a bit.but I am struggling with the concepts of this code having an ID for the canvas and how to use that so I have not been able to test this code(I am a experienced c/c++/c#/dx/opengl coder first time with android and java)
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Oct 17, 2010
Downloaded this update a few days ago and have yet to run into a song that sounds horrible as it did initially (even some in version 1.5 were a little off). I also noticed I'm receiving more data according to the Media Server Service. Think they upped the bit-rate over 3g? This is strictly speaking of audio streamed over 3g. I cant find a change log for Pandora....Anyone else have any thoughts on the new version? BTW I am a subscriber to Pandora One and use this in the car during my commute through the AUX IN in my stereo.
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Sep 14, 2010
I am trying to get a quite simple openGL ES 1 program run a smooth solid 60fps on a couple devices out there, and I get stuck on HTC desire. The phone itself is quick, snappy, powerful, and overall a breeze to use ; however, I can't seem to display anything fullscreen at 60fps with OpenGL. After getting stuck for a long time with my app, I decided to make a test app with code right out the sample code from the documentation.Here is what I am doing. Simple initialization code with GLSurfaceView. I have three versions of onDrawFrame, all dead simple. One is empty. One contains only glClear. One contains just enough state to only draw a fullscreen quad. Trace times before, and after. There is no view other than my GLSurfaceView in my program. I can't explain the times I get.In all cases, the onDrawFrame function itself always finishes under 2ms. But very often, onDrawFrame does not get called again before 30~40ms, dropping my frame rate all the way to 30fps or less. I get around 50fps with an empty onDrawFrame, 45 with glClear and 35 with a quad.
The same code runs at 60 fps on the HTC Magic, on the Samsung Galaxy S, on the Sharp ISO1. Sony Experia X10 caps at a solid 30fps because of its screen. I have been doing much more complicated scenes at a solid 60fps on the HTC Magic which is very underpowered compared to the Desire. I don't have a Nexus One in handy to test. Sure, I except buffer swapping to block for a couple milliseconds. But it just jumps over frames all the time.
Trying to find out what the phone is doing outside of the onDrawFrame handler, I tried to use Debug.startMethodTracing. There is no way I can get the trace to reflect the actual time the phone spends out of the loop. At the end of onDrawFrame, I use startMethodTracing then save the current time (SystemClock.uptimeMillis) in a variable. At the start of the next one I Log.e the time difference since the function last exited, and stopMethodTracing. This will get called over and over so I arrange for stopping once I get a trace for an iteration with a 40+ ms pause. The time scale on the resulting trace is under 2ms time, as if the system was spending 38ms outside of my program, I tried a lot of things. Enumerating EGL configs and try them all one after the other. Just to see if it changed anything, I switched to a render when dirty scheme requesting a redraw at each frame. To no avail. Whatever I do, the expected gap of 14~16ms to swap buffers will take 30+ms around half the time, and no matter what I do it seems like the device is waiting for two screen refreshes. ps on the device shows my application at around 10% cPU, and System_server at 35%. Of course I also tried the obvious, killing other processes, rebooting the device... I always get the same exact result.
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