On a side note, I am developing for Android 2.2 minimum. And I use a real device to test everything. I've stopped using the Emulator for sound related topics, as I never got the sound working in the Emulator at all... See a previous post on this: http://groups.google.com/group/android-developers/browse_thread/thread/bc65a57e445e9f29/558dfc39a7da7361?#558dfc39a7da7361
On 22 mrt, 12:56, ThaMe90 <[email protected]> wrote: > Hmm, I'd rather solve it, as it is the only viable explanation left > for why I have delays in playing... > As I've said in my first post, I've tried playing with the buffersize > of the AudioTrack, but to no avail. > The only lead to a solution I have atm. is the warning, so I can't > ignore it... > > On 22 mrt, 12:30, emymrin <[email protected]> wrote: > > > > > > > > > > how can I prevent (or at least minimize) the delay > > > When AudioTrack object is created, buffer size is passed into a > > constructor among other parameters. > > AudioTrack won't start playing until you write at least that amount of > > data into it. > > I presume that in your case chosen buffer size is siginificantly > > larger than AudioTrack.getMinBufferSize. > > That's why it doesn't start playing when the first data portion is > > written. > > > > famous obtainBuffer timed out (is the CPU pegged?) warning > > > It appears to the worst in 1.5 emulator. > > Much better in Android 2+ emulator (shown maybe once per 4 seconds). > > I have never seen this warning when testing on a real device. > > My suggestion is to ignore it. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

