Could anyone share their insights on this one? On 22 mrt, 13:00, ThaMe90 <[email protected]> wrote: > 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/threa... > > 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.
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